11. World Machine Professional Edition Addendum World Machine专业版附录
The professional edition contains additional features targeted at the visualization and game development industries. Several of these new features are transparent; you use World Machine the same as before except with additional power.
专业版包含针对可视化和游戏开发行业的附加功能。其中一些新功能是显而易见的;你使用的World Machine和以前一样除了额外的一些功能.
11.1 Transparent Improvement明显的改进
64bit Support64bit支持
Workstations running 64bit Windows XP or Vista can use the 64bit World Machine executable. This removes the often-encountered 2GB 32bit memory addressing limit, and allows World Machine to take advantage of as much memory as your workstation contains.
工作站运行64bit Windows Xp或Vista可以使用64bit World Machinede的执行程序。这将会移除经常遇到的2GB 32bit内存地址限制,并允许World Machine利用你的工作站包含尽可能多的内存.
Massive Multithreading大规模多线程
The dramatic improvements in performance possible with multi-core processors allows for greatly enhanced speed and usability. World Machine Professional edition supports up to 16 simultaneous processors for use during both normal and tiled builds. In addition, they are used to accelerate the view during Layout and Explorer Views, dramatically reducing the time to see changes and improving the utility of these views.
多核处理器巨大的性能改进大大提高了速度和可用性,World Machine专业版支持最多16个处理器对在正常使用的和瓷块创建。此外,它们被用来加速布局和资源管理器视图中的视图,大大减少了时间.
(See Section 9.1 to configure the allowed number of threads)
(请参阅9.1节配置允许线程的数量)
11.2 Tiling瓷块
A tiled terrain is simply a terrain stored across many individual files instead of a single large file. The files are named similar to each other in some logical fashion. This can be advantageous for several reasons -- some display engines may be able to page individual files in and out of memory to improve performance, and in a shared environment individual artists can work on separate files without issue.
平铺的地形是一个简单的地形,存储在许多个文件中而不是一个单一的大文件。文件被指定,在逻辑上互相类似。这将是有利于的,原因是一些显示引擎可以为页中的单个文件和内存来提高性能,并在共享环境中单独展示和在单独的文件中运行.
Most importantly however, the practical resolution limit for a single heightfield in World Machine is around 8192x8192; even with 64bit systems working with a single file this size or larger can become quite unwieldy. Tiling offers a way around this problem. By saving the terrain area as a rectangular set of individual files, you can export vast areas of terrain at effectively unlimited resolution.
然而最重要的,实际的分辨率限制为单个的高度场,在 World Machine中大约是8192x8192;即使使用单个文件大小或更大的64bit系统也会变得非常难处理。拼贴提供了一种解决此问题的方案。 通过保存地形为矩形的单个文件设置,你可以导出广阔的地形在没有限制的分辨率地形.
World Machine Professional supports seamless use of tiled terrains; you won't have to worry about individual files, instead you will be working with the tileset as a whole. Tiled terrain support is not limited to export; you can complete the circle by importing tiled terrain datasets, allowing you to work with datasets that may span many hundreds of files and multiple-gigabytes easily and intuitively.
World Machine 专业版支持无缝瓷块地形的使用;你不用担心单个文件,相反你将瓷块设置作为一个整体来绘制地形。瓷块地形支持不限制导出;你可以通过完成周围瓷砖的地形数据集,允许你直观简单的运行成百上千万兆字节的数据集文件.
11.2.1 Tiled Output瓷块导出
There are three steps required to export a tiled terrain:
有三个导出瓷砖地形所需的步骤:
1. Set the tiled export parameters described below.
1. 下面描述的是瓷块导出参数设置.
2. Enable tiled export for each of the outputs you wish to export.
2.为每个你要输出的导出启用瓷砖导出.
3. Select the Tiled Build action from the toolbar or menu to commence building.
3. 从工具栏或菜单中选择Tiled Build动作开始创建.
We'll follow each step required for export in order.
我们会遵循每个必须的顺序步骤导出.
Step 1: Tiled Export Parameters步骤1:瓷块导出参数
Set the Tiled Output Setup by visiting the 3rd tab of the Project Settings Dialog:
通过项目设置对画框的第三个面板设瓷块输出步骤置:
Tiled Build Render Extents瓷块渲染范围
Set which render extent you wish for a tiled build to use; by default it will always use the currently set render extent, but you can override this behavior to have the tiled build always be performed on a particular render extent.
你去创建时设置一个渲染范围;默认情况下它将始终使用当前设置的渲染范围,当瓷块始终执行一个特定的渲染范围时你可以重写此行为.
Tile Output Subset瓷块输出子集
You can optionally export less than the entire tileset; this is useful if you have made modifications to only certain regions of your world and want to overwrite only those specific tiles.
你可以有选择的导出少于整个瓷块设置的地形;这个非常有用,如果你只能修改你的世界的某些地区并希望只覆盖那些特定的瓷块时.
Resolution Settings分辨率设置
● Tile Resolution: The resolution of each individual tile. You can use the slider to select a power- of-two size, or click the Custom button to enter a custom tile size.
● 瓷块分辨率:每个瓷块的分辨率。你可以使用滑块来选择一个幂数的大小,或单击自定义按钮以输入自定义的瓷块大小.
● Tiles per Side: The number of tiles per side to export. The final resolution of the tileset will be the tile resolution times the number of tiles per side.
● 瓷块的每个面:导出瓷块每个面的数量。每一个瓷块面的数量决定最终的瓷块分辨率.
● Blending Percentage: The blending percentage controls the amount of additional data created for each tile to enure that terrain behaves correctly across tile edges; see "Potential Tile Issues" below for more information.
● 混合百分比:混合百分比控制为每个瓷块的创建附加数据,以使强固瓷块的边缘地形之间,请参阅"Potential Tile Issues(潜在的瓷砖块问题)"下面的详细信息.
Tiling Options
● Share Edge Vertices: This option controls how edges are handled across tiles. When Share Edge Vertices is checked, the edges of each tile will have the same value as the edges of each adjacent tile. This allows any meshes created from them to sit seamlessly against each other.
● 分享边缘顶点:此选项控制如何处理边缘穿过的瓷块。当共享时,边缘顶点被选中,每个块的边缘将具有相同的值作为每个相邻的瓷块的边缘。这允许任何的网格创建从他们互相相对.
● Merge Output into single file: When this option is checked, World Machine will attempt to merge all of the tiles into a single file. The ability to take this action is largely limited by available memory, as it needs to be able to allocate the entire container file at once. If it fails, it will export tiles like normal.
● 输出合并到单个文件:选中此选项时,World Machine将尝试所有的瓷块合并到单个文件。使用这种功能主要是受可用内存的限制,因为它需要能够一次分配整个容器文件。如果失败,则将导出像普通的瓷块砖.
● Flip Y-axis orientation: Invert each tile on the Y axis; useful when converting between a coordinate system where Y increases downward versus upward.
● 翻转Y轴方向:反转每个瓷块的Y轴;在一个坐标系之间转换时,Y向下而不是向上增加.
Tile Naming String瓷块命名的字符串
A tile is located in the tileset by a coordinate appended to the filename. During a Tiled Build, the naming string appends the coordinate of the tile to the output filename. You can control the string with keywords:
瓷块设置里坐标位置被追加到文件名里。瓷块生成期间,瓷快的坐标命名字符串追加到输出文件名。你可以控制字符串的关键字:
Keyword | Action |
%x, %y | Insert the X or Y coordinate respectively into the name 【分别插入X或Y坐标到名称】 |
%res | Insert the resolution of the tile into the name【插入瓷块分辨率到到名称】 |
The default naming string is : _x%x_y%y
默认名称字符串是 : _x%x_y%y
An Example using this String:使用字符串的一个例子
You set in File Output : test_output.png
你在输出文件中设置 : test_output.png
Normal Build exports: test_output.png
标准创建导出: test_output.png
Tiled Builds will export: test_output_x5_y9.png for the tile that is at location (5,9) in the tileset
将要导出创建的瓷块: test_output_x5_y9.png 在瓷块设置的(5,9)位置
There are several additional options when naming tiles:
当命名瓷块时,有几个附加的选项:
● Pad coordinate digits: This determines whether leading zeros are applied to the coordinate numbers. for example, in a 30x30 tileset:
● 前导坐标数字:这个参数用于确定是否应前导零坐标数字。例如,在30x30的瓷块设置里:
○ Padding checked: test_output_x08_y15.png
○ 边距检查: test_output_x08_y15.png
○ Padding unchcked: test_output_x8_y15.png
○ 边距不检查: test_output_x8_y15.png
● Tile numbering start: The number to start counting the tileset from. Usually either 0 or 1.
● 瓷块开始编号:瓷块从开始的计数。通常0或1.
Step 2: Enabling Tiled Export步骤2:启用瓷块导出
Each output that you wish to save during a tiled export must be enabled for that purpose. To do this, visit the properties page of the output in question. Below is the example for Heightfield Output.
每个输出都是在你希望保存到在瓷块导出必须启用这一目的上。为此,请访问问题中的输出的属性页。下面是高度场输出的示例.
Make sure that the "Participate when building tiled worlds" checkbox is enabled, and that you've set a filename and type.
确保"Participate when building tiled worlds(在创建时,瓷块参与世界)"复选框处于启用状态,并且你已经设置文件名和类型.
Step 3: Build the World步骤3:创建世界
Select the Tiled Build option from the toolbar or menu to commence building. A confirmation dialog will appear, showing which outputs you enabled in the step above for export:
从工具栏或菜单中选择瓷块选项来开始创建。将出现一个确认对话框,显示你启用的输出在上述步骤中:
Clicking Yes will begin the build. The tileset will be exported to the same folder as the single file would be created in during a normal build.
单击Yes将开始生成。 该瓷块设置将导出到同一个文件夹来作为单个文件在标准创建期间产生
Potential Issues with Tiling瓷块潜在的问题
There is one major potential issue to be aware of when dealing with tiled output. Some devices, including the simulation-based devices such as Erosion and Snow, can produce different results in tiled mode versus normal builds. The reason for this has to do with the context-sensitive nature of those algorithms; when tiling, they do not have access to information from outside of the tile region.
有一个重大的潜在问题应注意对于瓷块输出的处理上。某些节点,包括基于模拟的节点,如侵蚀和雪,可以产生不同的结果在瓷块模式与正常版本中。原因是与上下文相关的这些算法的性质;平铺时,从瓷块地区之外,他们没有对信息的访问.
World Machine compensates for this by building an extra area around the tile and then blending between the tiles during the "Merging" Phase of the build. You can control this with the "blending percentage" slider in the Tiled Output setting. In general, terrains with light erosion can use very little blending, while terrains that have huge amounts of variance across tiles will need more blending.
World Machine弥补了通过在瓷块周围建立一个额外的地区,然后混合瓷块在"Merging"构建阶段之间。你能控制这个"混合百分比"滑块在瓷块输出设置里。一般来说,光侵蚀的地形可以使用很小的混合,而有大量的差异遍及的地形将需要更多的混合.
11.2.2 Tiled Input瓷块导入
The ability to import a tiled terrain set completes the circle, allowing for data to flow round-trip in and out of World Machine and other software. The power of the Tiled File Input device lies in the fact that it maps the entire tileset into a user-defined area in worldspace. From there, you can work with as large or small a portion of the tiled area as you want. In addition, since the Tiled File Input is simply another device in your world machine workflow, you can have as many input streams as you wish, allowing you to use many possibly overlapping tiled datasets, or to import texturing as well.
导入瓷块地形设置完成这个周期的功能,允许对数据流往返在World Machine和其他软件中。瓷块的文件输入节点的影响在于它的整个地形设置映射到空间中的用户定义区域。从那里,你可以运行分配你想要的大或小的瓷砖地区。此外,由于瓷砖的文件输入仅仅是你的world machine工作流程里的另一个节点.如你所愿,你可以有很多输入流,允许你用很多可能的重叠的瓷块数据集,或导入纹理
To place a Tiled File Input device into the world, select it from the toolbar:
从工具栏中选择瓷块文件输入节点放置到世界中:
Editing the properties brings up the following dialog:
编辑属性会弹出以下对话框:
Establishing the tileset input stream
建立地形设置输入流
Once you click "Specify Input Stream", it will bring up the following dialog:
一旦你点击"Specify Input Stream(指定输入流)",会出现下面的对话:
By specifying two tiles within the set of tiles you want to import, World Machine will attempt to determine the naming scheme in use for tile coordinates. In general, as long as each tile is identified with a discrete coordinate within the tileset, it will be able to parse out the naming system.
通过指定两个瓷块在你要导入的瓷块集的内部,World Machine将在使用瓷块坐标时尝试确定命名方案。一般来说,只要确定在瓷块内部每块瓷块是一个离散的坐标,它将能够分析出命名规则.
By default, World Machine will determine the total extents of the tileset even if they lie outside of the two files you specify; for example, even if you selected "tile_3_1" and "tile_5_2", World Machine would search for all other matching tiles and determine the full set by itself.
默认情况下,World Machine将确定总的瓷块设置的程度,即使他们在这两个你指定的文件以外;例如,即使您选择了"tile_3_1"和"tile_5_2",World Machine会搜索所有其他匹配的瓷块和确定自己的全部设置.
There are two extra options available while specifying the input dataset:
有两个额外的可用选项在指定的输入数据集:
● Import Selected subset only: If you select this option, only the tiles that lie between the selected ones will be imported. In the example mentioned above, with this checked, only the rectangular area of tiles between tile (3,1) and tile (5,2) will be imported.
● 只导入所选子集:如果你选择此选项,只有瓷块之间的选定将被导入。在上面提到的例子中,这个检查,只有瓷块瓷块之间的矩形区域(3,1)和(5,2)将被导入.
● Use relative path to file: allows you to locate a dataset by relative path rather than absolute. If the dataset is located in a folder that is underneath the location specified in Project Settings, the path will be stored as a relative path; otherwise it will remain absolute.
● 使用文件的相对路径:允许你查找数据集的相对路径,而不是绝对的。如果数据位于下面的文件夹中的项目设置中指定的位置,路径将存储为相对路径;否则会保持绝对的.
Once you have selected the tilestream, World Machine will attempt to validate the tileset by determining the tileset extents and making sure that each tile exists.
一旦你选择了tilestream,World Machine将尝试验证瓷块设置来确定瓷块设置的程度,并确保每一个瓷块存在.
Establishing world space location建立世界空间的位置
The upper-right corner of the dialog allows you to specify where in worldspace the tileset should be located. You can set the location and size of the overall tile area, or set the size of each tile and let WM calculate the total size for you. If you prefer, you can set the location graphically by clicking on the "Set in Layout View" button.
右上角的对话框允许你指定瓷块设置空间应设在哪里。你可以设置整个瓷块区域的位置和大小,或设置每个瓷块的大小,让WM为你计算总大小。如果你愿意,你可以以图形设置位置通过单击"Set in Layout View(布局视图中设置)"按钮.
Setting your file's elevations设置你文件的海拔
There are several ways you can map the tileset's elevations into the world:
有几种方法可以绘制瓷块设置的的海拔到世界:
● Natural Elevations: Ensure that the height values in the input files are translated correctly into the same elevation in World Machine
● 自然海拔:确保输入文件中的高度值被转换成World Machine上的相同海拔
● Full Range: Map the elevations present so that the highest and lowest elevation completely span the possible elevation range inside of World Machine
● 全方位:海拔地图呈现以便最高和最低海拔跨度完全可能在World Machine范围内
● Specify: Specify an altitude range in meters that the input data should fall between.
● 说明:指定高度范围之间的输入数据应该落在(米).
After the mapping of height values, any heights out of range will be clipped to the minimum and maximum altitudes allowed.
在高度值映射之后,超出范围的任何高度将被剪切到允许的最小和最大高度.
Tileset Options瓷块设置选项
You can set options for tiled input, including:
您可以设置瓷块输入选项,包括:
● Interpret as RGB: When toggled, the Tiled Input device will produce a Bitmap output instead of Heightfield output.
● 解译为RGB:在切换期间,瓷块输入节点会产生一个位图输出,而不是高度场的输出.
● Share Edge Vertices: If World Machine should assume that the edges of each tile will match. When this option is not set correctly, there will be a one pixel offset in your tileset; Check the export options from World Machine or your other source of tiled data to see what this should be set to.
● 共享边缘顶点:如果World Machine假设每个瓷块的边缘匹配。当此选项设置不正确时,会有一个瓷块设置中的一个像素偏移;检查导出选项从World Machine瓷块数据或其他资源,看看此属性应设置为什么.
● Flip Y-axis: Enable this if the source of your tiled data exported each tile using a top-left origin rather than bottom-left; You will be able to tell because each tile will be in the right order but upside down.
● Y轴翻转:启用这个,如果你的瓷块数据导出的每一个瓷块使用左上角的资源,而不是左下方;你将会知道,因为每个瓷块以正确的顺序而不是颠倒的.
Performance tuning性能调整
The Tiled File Input device uses a multi-resolution cache to making working with your tile set easy. The default settings will usually achieve optimal performance; however, you can adjust the total amount of space allocated to the cache if you want to accommodate an extremely large tile set.
瓷块文件输入节点使用多重分辨率缓存来制定你的瓷块简单设置。默认设置通常会实现最佳性能;但是,你可以调整分配给缓存的空间总量,如果你想满足一组非常大的瓷块.
11.3 Automation自动化
World Machine Professional supports a simple but useful form of automation using XML-based scripting. This allows you to load, build, export, and modify basic world settings all from the command line.
World Machine专业版支持一个简单但是有用的形式,使用基于xml的脚本自动化。这允许你从命令行加载、构建、导出和修改所有基本设置.
You can launch automation in two ways:
你可以用两种方式运行自动化:
1. From within the World Machine GUI, by choosing "Run Automation Script..." from the File menu:
1. 从World Machine GUI中,选择"Run Automation Script...(自动化脚本运行..)"从文件菜单中:
2. From the command line, by dragging a WM script onto the executable, or launching World Machine with the name of the script file as the parameter.
2. 从命令行通过拖拽一个WM脚本到可执行文件上,或运行World Machine脚本文件的名称作为参数.
11.3.1 A Brief Introduction to XML简要介绍XML
For those not familiar with the XML markup language, it is quite similar to HTML in overall approach. You create an XML document by using tags denoted with the and markers. Unlike HTML however, the application defines its own tags; the tags you define determine what is in the datafile. Tags are hierarchical, and may contain children by defining new tags between the begin <> and end tags. Tags may have any number of parameters associated with them. For example
对于那些不熟悉XML标记语言的来说,它非常类似于HTML。你通过使用标记来表示和标记创建XML文档。然而与HTML不同的是,应用程序定义其自己的标记;标记你定义确定什么数据文件。标签是分层的并可能包含子标签,通过定义新标签<>标记之间。标签可以有任意数量的参数
< MYTAG > ... < /MYTAG >... ... ... is a valid XML tag
< MYTAG > ... < /MYTAG >... ... ...是一个有效的XML标记
<mytag1> <mytag2> </mytag2> </mytag1> is a valid XML relationship; mytag1 is mytag2's parent.
<mytag1> <mytag2> </mytag2> </mytag1> 是一个有效的XML关系;mytag1是mytag2的父标记.
<mytag name="My.. tag..." action="none" /> is a valid single-tag XML tag with two parameters, name and action.
<mytag name="My.. tag..." action="none" /> 是一种有效的单标记XML标记,具有两个参数,name和action.
The tag <!-- ... --> is a comment tag. You may put any text into the ... area and it will be ignored by the XML parser.
The tag <!-- ... --> 是一个注释标记。 你可以插入任何文本..。通过XML解析器这个区域将被忽略.
11.3.2 World Machine XML ScriptsWorld Machine XML脚本
Always start the script file with the XML header declaration.
总是开始脚本文件使用XML头声明.
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
After the header, there must be one and only one root tag, in this case using the automation container tag.
在标头之后,有且仅有一个根标记, 在这个案例中使用automation容器标记.
The tags inside are processed and executed in line order.
这行命令标签内部被处理和执行.
There are three main types of commands that you can execute from a script file:
主要有三种类型的命令,您可以执行一个脚本文件:
1. Worldfile Actions: Load or save a world file (TMD). Each script must include a load command to load a worldfile from disk.
1. Worldfile行动:加载或保存一个世界文件(TMD)。每个脚本必须包含一个从磁盘加载命令的worldfile.
2. Modification: Change something within the world. The most common modifications would be to change the output resolution, or enable/disable devices or groups of devices.
2.改进:在世界内部改变一些事情。最常见的修改是更改输出分辨率,或者启用/禁用节点或节点组.
3. Building/Export: Actually perform the build process and export to files.
3. 创建/导出:实际执行生成过程和导出文件.
11.3.3 An Example Script一个脚本例子
An example script is shown below. Most of the tags are self-explanatory; a full listing of the available tags is in the following section.
下面是一个示例脚本。 标记大多数标签都一目了然;可用标记的完整列表在下面一节.
<!-- -->
<!-- Example World Machine Pro script file. These
files are in XML format -->
<!-- The example_script2.tmd file is setup to allow us
to quickly change what outputs we're using to export a
low-res mesh and a high-res normalmap.
<!-- -->
<!-- XML header declaration -->
<?xml version="1.0" encoding="UTF-8"
standalone="no"?>
<automation version="WMP2">
<!-- Load a TMD file into WM-->
<load file="example_script2.tmd"/>
<section name="HF Export">
<!-- Set the resolution to 512, enable the output group
named A, then build and export the world (this builds
the normalmap) -->
<modify>
<world res="512" />
<enable group="A" />
<disable group="B" />
</modify>
<build mode="normal"/>
<output/>
</section>
<echo text="Group changover, and re-build for mesh
export"/>
<section name="Mesh Export">
<!-- Set the resolution to 64, enable the output group
named B, then build and export the world (this builds
the mesh) -->
<modify>
<world res="64" />
<enable group="B" />
<disable group="A" />
</modify>
<build mode="normal"/>
<output/>
</section>
<echo text="Example Script Completed"/>
</automation>
11.3.4 World Machine Scripting Tags : GeneralWorld Machine 脚本标签:General
Tag: <automation> ... </automation>
Parameters:
● version ("WMP2")
This tag is the parent container for the WM automation scripting data. The version parameter must be always equal to "WMP2", this is the currently defined version number for World Machine v2.0 Professional.
此标记是WM自动化脚本数据的父容器。版本参数必须始终等于"WMP2",这是当前World Machine v2.0专业版定义的.
Tag: <section name="" enable=""> ... </section>
Parameters:
● name ( = string )
● enable (= "true"|"false"|"yes"|"no" )
The section tag allows you to group together sets of commands into logical sections. You can name each section, and enable/disable it by changing the enable parameter. A disabled section is skipped during script parsing.
这部分标记是逻辑部分,允许你组合在一起的命令设置进入。你能说出每节,并启用/禁用通过更改启用参数。禁用部分脚本将在解析期间跳过.
The other important ability of a section tag is to localize failure. If any major command (e.g. ) fails, that command propagates an abort message until it hits a section tag or the root container. Thus without sections, any one failure aborts the script. Within a section, only that particular section will abort; other sections will continue to process, which is usually the intended behavior.
其他重要的部分标记功能是本地化失败。如果任何主要的命令(例如。 )失败,该命令将中止消息传播,直到它到达部分标记或根容器。因而没有部分,任何一次失败将终止脚本。在一节内,只有该特定部分将中止;其他部分将继续处理,通常都是预放的目的.
Tag: <echo text=""/>
Parameters:
● text (= string )
This tag echoes the text string input to the scripting output display. It has no other effect.
此标记反应脚本的输入输出显示的文本字符串。它没有其他影响.
Tag: <load file=""/>
Parameters:
● file (= file path )
Loads a world file (TMD) from disk. You may specify either an absolute or relative file path.
从磁盘加载世界文件(TMD)。 你可以指定一个绝对或相对文件路径.
Tag: <save file=""/>
Parameters:
● file (= file path )
Saves a world file (TMD) to disk. You may specify either an absolute or relative file path.
世界保存文件(TMD)到磁盘。 你可以指定一个绝对或相对文件路径.
Tag: <build mode=""/>
Parameters:
● mode (= "normal"|"tiled" )
This very important tag builds the currently loaded world. Note that output files will only be created at this point if they normally would be during a build within WM -- this means that your File Output devices must have "Save file every time the world machine is built" checked to save during a normal build.
这个非常重要的标记生成当前加载的世界。注意如果在生成期间,他们通常会在WM内,输出文件将只能在这一点上--这意味着你的文件输出节点必须具有"Save file every time the world machine is built(保存文件每次建立了世界上机)"检查来保存,在一个正常的生成.
The mode parameter controls whether a single-file or tiled build is performed. Either build type uses the current appropriate extents & resolution settings of the world file.
模式参数控制是否执行一个单文件或瓷块被构建。生成类型使用适当范围&世界文件的分辨率设置.
Tag: <output/>
Parameters: none
Can be called after a world build is performed, this command will export files from all currently enabled outputs.
在世界创建被完成后可以调用,则此命令将导出文件从当前启用的所有输出.
Unless your File Outputs have "Save file every time" checked, this is the only way to export files from your normal build mode script!
除非你的文件输出有"Save file every time" checked(保存文件每次)"检查,这是唯一的方法对于导出文件从你的正常生成模式的脚本中!
11.3.5 World Machine Scripting Tags : Modifcation World Machine 脚本标签: Modifcation
World Machine supports a limited ability to modify the state of the device world from a script file. World modifcations are all contained within a special container tag. Within, the various modification tags allow you to do things like enable or disable sets of devices, change the resolution of the world or the render extents used, and so on. By designing your world file with script control in mind, between the modify section and variables (described in section 11.3.6) you should be able to control virtually anything you wish from the script file.
World Machine支持一个更高级的功能-修改世界节点的状态从脚本文件中。世界modifcations都包含在一个特殊的容器标签内。在内部,各种modification标签允许启用或禁用节点,更改世界分辨率或渲染扩展,等等。通过你思想设计控制世界中的文件与脚本,修改节和你应该能够控制任何你希望从脚本文件中的变量之间(11.3.6节所述).
Example use of the Modify
Container
<modify>
<world res="512" use_extents="1" />
<enable group="A" />
<disable group="B" />
</modify>
Tag: <modify></modify>
Parameters: none
The tag <modify> is the container for all of the other commands in this section intended to modify the settings of the world. It must enclose all modifcation tags.
The tag <modify> 标签包含所有的预期的其他命令的世界设置。它必须载入所有modifcation标签.
Tag: <world />
Parameters:
● res ( = value denoting the resolution of the world to build )
● res ( = 该值指示世界创建的分辨率 )
● use_extents ( = value specifying which render extent to use: zero-based, these correspond to the order they are listed within the Project Setup dialog)
● use_extents ( = 该值指定要使用哪个渲染范围:从零开始,这些对应于它们列出的顺序在项目设置对话框内)
The tag <world> modifies the project file's current world settings. You can change the build resolution and render extents used for any following normal build command.
The tag <world> 修改当前世界设置的项目文件。你可以更改创建的分辨率和渲染范围使用于任何正常创建的命令.
Tag: <extent></extent>
Parameters:
● index ( = the render extent number to be modified)
● index ( = 要修改的渲染范围数)
The <extent> tag allows you to modify an existing world render extent. By adding child elements you can control extent specifications. The three following tags are only valid in an block.
The <extent> 标记使你可以修改现有的世界渲染范围。通过添加可以控制规格程度的子元素。以下三个标签是唯一有效的在一个区块中.
Extent Tag: <location> x0 y0 x1 y1 </location>
An extent is specified by providing the four corners of the render rectangle as a sequence of four location values in kilometers. The string will look like this:
某种程度上是由提供渲染矩形的四个角的位置值序列指定作为公里。字符串将如下所示:
<location> 0 0 12 12 </location>
Specifying a world extent stretching from (0,0) to (12km, 12km).
指定扩展从世界范围 (0,0) to (12km, 12km).
Extent Tag: <resolution>value</resolution>
Resolution is specified by a single integer value:
分辨率是由单个整数值指定:
<resolution>2096</resolution>
Extent Tag: <name></name>
A name can be given to a particular render extent by using the name tag. When used together, a completed render extent tag may look like:
通过使用名称标记一个名字可以给一个特定的渲染范围上。当一起使用时,一个完整的呈现标记可能看起来像:
<modify>
….
<extent index=”2”>
<location>0 0 12 12</location>
<resolution>4096</resolution>
<name>Overview Extents</name>
</extent>
...
</modify>
Tag: <tile />
Parameters:
● res ( = integer value denoting the resolution of each tile for a tiled build )
● res ( = 整数值,该值指示每个瓷块创建的分辨率 )
● number ( = value giving the number of tiles to export )
● number ( = 给瓷块导口的数量值 )
● use_extents ( = value specifying which render extent to use: zero-based, these correspond to the order they are listed within the Project Setup dialog)
● use_extents ( = 该值指定要使用哪个渲染范围:从零开始,这些对应于它们列出的顺序在项目设置对话框内)
The <tile /> tag modifies the project file's tiled build settings. You can change the tile resolution, number of tiles, and which render extent is used for any following tiled build command.
The <tile /> 标记修改瓷块创建的项目设置。你可以更改瓷块分辨率,瓷块数,和渲染范围被用于任何瓷块创建命令.
Tag: <enable />
Parameters:
● device ( = string )
● group ( = string )
This tag allows you to enable any disabled single device, or group of devices. You must specify the exact name (case sensitive) of the device or group in question. Specify only a device or a group but not both, one per enable command.
此标记允许你启用任何禁用的单个节点或节点组。你必须指定确切名称(区分大小写)中的节点或组的问题。仅指定一个节点或一组,但不能同时每一个命令都启用.
Tag: <disable />
Parameters:
● device ( = string )
● group ( = string )
This tag allows you to disable any enabled single device, or group of devices. You must specify the exact name (case sensitive) of the device or group in question. Specify only a device or a group but not both, one per enable command.
此标记允许您禁用任何已启用的单个节点或节点组。您必须指定确切名称(区分大小写)中的节点或组的问题。仅指定一个节点或一组,但不能同时每一个命令都启用.
11.3.6 World Machine Scripting Tags : Variables World Machine 脚本标签: Variables
A variable allows you to pass a value in from the script to influence device settings inside the deviceworld. For example, you could control the amount of erosion, the number of terrace steps, color mixing amounts, or limitless other settings.
变量允许你从脚本中的值传递到节点设置在deviceworld的影响。例如,你可以控制侵蚀,梯田的数量,颜色混合的数额,或无限的其他设置.
You link a variable to the device parameters you want to control by following these steps:
你把一个变量连接到所控制的节点参数通过以下这些步骤:
1. Create a tag <var> tag within the <variables> section. Provide a name and floating-point value parameter in the variable definition.
1. 创建一个<var> 标签 标记<variables>内部提供名称和浮点变量值在定义的参数中.
2. Creating an "Automation Scalar" parameter device in the device world and set the "Variable Name" field to the name of the variable above.
2.创建一个"Automation Scalar(自动化标量)"节点参数和设置"Variable Name(变量名)"字段上面的变量的名称在节点世界中.
3. Connect the output of the Automation Scalar device to the parameter input(s) on the devices that you wish to control.
3.自动化标量允许你在想控制的节点上输出节点连接到输入参数(s).
Example use of Variables in the
Script file
<variables>
<var name="erosion" value="0.6"/>
<var name="textureA_mix"
value="0.1"/>
<var name="textureB_mix"
value="0.55"/>
</variables>
Tag: <variables> ... </variables>
Parameters: none
The <variables> tag is the container for variables. All <var> tags must be defined within a <variables> section block.
<variables>标签是一个变量容器. 所有的 <var> 标签必须被定义在 <variables>内部节块上.
Tag: <var name="var1" value="0.1"/>
Parameters:
● name ( = string )
● value ( = floating point value)
● value ( = 浮点值)
The command tag lets you define a variable. Each variable must have two parameters defined: the variable name, and its value. Variables must be defined within a section of the script file.
命令标签允许您定义一个变量。 每个变量必须有两个参数定义:变量名及其值。必须定义变量在脚本文件中的一节内.