DTS Exporter Documentation – Nodes Listing
DTS输出器文件-节点列表
Version 1.2
June 5th, 2003
翻译:山上 2007.5
Introduction:简介
This document is a simple directory listing that collects together most of the known nodes that
can be used in various DTS shapes (static objects and players, weapons, and vehicles) within the Torque Game Engine. The listing is provided so that you know the names (with correct spelling), function, and usage of the various nodes.本文档是一个简单的directory listing,这个列表收集了TGE引擎中各种DTS造型(静态物体和玩家、武器以及车辆)会使用到的大多数已知节点。提供这个列表的目的就是让你了解各种节点的名称(正确的拼写)、功能和用法。
The list itself has been broken down categorically so that it is easy to find specific nodes. It does
not contain node references for 3rd party resources, only nodes that the standard “vanilla” Torque install uses. If you require information on nodes that other resources use, you are asked to
contact the developer of that resource.这个列表本身以目录进行分隔,这样方便寻找指定的节点。其,没有包含第三方资源的节点参考,仅仅包含标准“vanilla”Torque安装所用到的节点。如果你需要外部其它资源使用到节点的信息,你可以同资源开发商进行联系。
Please note that this documentation is not a tutorial, it is simply a reference guide. If you require a tutorial on how to export data from your 3D modeling application to a DTS file, you are asked to
read Joe Maruschak's excellent and in-depth tutorial on the DTS Exporter found on the
GarageGames web site.请注意,本文档不是教程,它仅是一个简单的参考指南。如果你需要关于如何将3d模型程序中的数据导出到dts文件的教程,你可以阅读Joe Maruschak所写的精彩的并相当有深度的关于dts exporter的教程,这个教程可以在GG的web上找到。
Lastly, this is a living document and should be treated as such, please do not keep local copies of this document as the information that it may contain could be outdated due to changes that take place within the Torque Game Engine.最后,注意,本文档是一个随时更新的文档,should be treat as such(应该如此对待),请不要保存文档的本地版本,因为文档包含的信息也许会因为TGE的更改而过期。
Document Contributors:文档分发人
Logan Foster
Joe Maruschak
Table of Content目录
Character & Static Shape Nodes人物和静态造型节点
Bounds边界盒子 Page 5
Cam相机 Page 5
Col碰撞 Page 5
Collision碰撞 Page 6
Detail细节层次 Page 6
Eye视角 Page 6
Light光照 Page 6
LOS视线 Page 6
LOSCol视线碰撞 Page 6
Mount挂接点 Page 6
MultiRes::多分辨率 Page 7
Ski Page 7
SORT:: Page 7
Weapon Nodes武器节点
Bounds边界盒子 Page 8
Col碰撞 Page 9
Collision碰撞 Page 9
Detail细节 Page 9
Ejectpoint脱弹壳点 Page 10
Mountpont挂接点 Page 10
Muzzlepoint枪口冒火冒烟点 Page 10
Sequence Helpers Page 10
Vehicle Nodes and Information车辆节点和信息
Bounds边界盒子 Page 11
Cam相机 Page 12
Col碰撞 Page 12
Collision碰撞 Page 12
Contrail轨迹 Page 12
Detail细节 Page 13
Eye视角 Page 13
Hub车毂 Page 13
Jetnozzle喷气口 Page 13
Light光照 Page 13
LOS视线 Page 13
LOSCol视线碰撞 Page 13
Mount挂接点 Page 14
Smoke_node冒烟点 Page 14
Character & Static Shape Nodes人物和静态造型节点
bounds – Bounding Geometry边界几何体
This is essentially a bounding box that must encompass at all times your shape. The exporter uses the bounding box to decide which geometry it should send to the DTS file.这是非常重要的边界盒子,它必须包围住造型的所有部分(all times??)。输出器使用这个边界盒子来确定,哪些几何体应该输出到dts文件中。
The “bounds” shape is also used as a ground transform (where your shape will sit/stand when placed in the engine) and the default location for any missing nodes in your scene. The location of the ground transform is specifically based off of the location of the
“bounds” nodes transform or pivot point in your 3D scene.“bounds”造型物体也用于地面TRANSFROM中(当造型物体放置到引擎中时,它应该出现的位置),并作为场景中的所有未显示节点的默认位置。地面TRANSFROM的位置基于特定”bounds”节点转换的位置或者3d场景中的旋转点
Note this node is not required when using Milkshape to export your 3D scene.当使用milkshape时这个节点是不需要的
Example Usage- bounds
cam – 3rd person Camera Placement第三人称模式相机的放置位置
Required only for playable characters. The “cam” node is used to tell the engine where to view the model from if the camera perspective is placed into 3rd person mode. Without
this node you will view from the transform coordinates of the “bounds” shape.仅对于有动作的人物是必须的。“cam”节点用于通知引擎,如果相机透视处于第三人称模式,应该从哪个位置来观看造型物体。没有这个节点你将从”bounds”造型的转换TRANSFROM处来观察这个造型物体。
Example Usage- cam
Col-# – Collision Geometry碰撞几何体
“Col” nodes are a geometric shape that is used to perform the collision test within Torque
Game Engine. Since this is the collision shape that will be used, you will want to ensure that this is a very simple shape (20 polygons or less or else you will affect performance) and that is not concave (i.e. it does not indent or push into itself at any location).“col”节点是一个几何造型,用于在TGE中执行碰撞测试。因为它将作为碰撞造型来使用,所以,你需要确保它有非常简单的形状(20个多边形或更少,否则就会影响性能),并且不能凹进去(不能有锯齿,或者把自己的某个部分挤入自身)
Note: The shape of the collision geometry is very important as it can influence whether or not your vehicle can get stuck on objects in your scene or if it will bounce off of them.
Also note that all collision geometry must be convex and not concave in shape or you will generate an error and the exporter will not export your mesh.注意:碰撞几何体的形状是非常重要的,因为它能够影响车辆是否能贴住场景中的某个物体,或者会反弹回去。同样要注意,所有的碰撞几何体必须是凸面(不能有凹面),否则就会产生错误或者出现输出器无法输物体的情况。
All “Col” geometry must be named with this convention and the trailing number that follows must match much a number on a corresponding “Collision” node.所有的“col”几何体必须用这个约定来命名,并且后缀数字必须与相应的“collsion”节点的数字对应
Example Usage- Col-1, Col-2, Col-9
Collision-# – Collision Marker碰撞标记
“Collision” nodes are very similar to “details” nodes as they tell the DTS Exporter that a
collision shape exists and that it should be used. These nodes are specifically named
“Collision-#” where number (#) is a value between 1 and 9
“collision”与“details”节点很类似.它们都是通知dts输出器,这里有一个碰撞造型存在,并且应当被使用。这些节点都有特定的命名“collision-#”,数字#可以是1到9
Example Usage- Collision-1, Collision-2, Collision-9
detail# – Detail Marker细节标记
The detail markers are placed in your scene as a method to tell the engine the various
LOD settings that can be placed into the DTS file when it is exported (as denoted by the trailing number, which replaces the # sign). You can have as many detail markers in your
scene as you wish.放置在场景中的细节标记用于通知引擎,当造型输出时,可以将多个LOD设置放置到dts文件中(通过后缀数字来确定)。你可以在场景中放置任意数量的细节标记
The trailing number after “detail” denotes the pixel size of the model on the player’s screen. You do not want to use a number smaller than 2 as this would cause a model to
be drawn infinitely.“detail”之后的后缀数字表示在玩家屏幕中模型的像素尺寸。不要使用小于2的数字,这个将导致模型无限大(infinitely)
Example Usage- detail75, detail2
eye – 1st person Camera Marker第一人称相机标记
Required only for playable characters, this node is essentially just a set of transform coordinates that tells the engine where to place the camera for viewing from 1st person perspective. Without this node you will view from the transform coordinates of the “bounds” shape.仅对于有动作的人物是必需的,这个节点非常重要,它作为一组TRANSFROM坐标通知引擎第一人称透视相机的放置位置。没有这个节点,你只能用“bounds”造型的TRANSFROM坐标来观察物体。
Example Usage- eye
Light# - Light Emitter Marker光源标记
Example Usage – Light0, Light1
LOS-# – Line of Sight marker视线标记
Markers for line of sight, or 'bullet' collision shapes. 视线的标记,或者子弹碰撞造型。Uses # 9 through 15
Example Usage – LOS-9, LOS-10, LOS-15
LOSCol – Line of sight geometry
Geometry for line of sight collision.视线碰撞几何体 Uses # 9 through 15
Example Usage – LOSCol-9, LOSCol-1, LOSCol-15
mount# - Mount Marker挂接点标记
Mount markers are used to tell the engine that something can be attached to your model