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发表于 2016-1-10 03:24:22 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
Beast Manual V1.0
      Terrain Editor
     Layoutfor 3D Objects
     SetMonster Spawn
     PropertyType
      
AEONSOFT
1    Run
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image002.jpg
A) Set up
①     Target location should point to tool\beast.exe.
②     The working folder (starting position) should point to your resourcefolder.
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image004.jpg
나)   Beast Basic Outline(Descriptions)
①     Terrain Editor – Tools for modifying theterrain
②     Workspace – Object properties,select, delete, etc. (Pretty much where you’ll be working, obv.)
③     Navigator – The map. You can doubleclick an area to move to there/select that area.
④     World – Another map. You canview/modify the world.
2    메뉴 설명
다)   File
①     NewProject
       Create a new project.
②     OpenProject
       Beast automatically sets the default extension to prj. You don’t have to change anything.
③     SaveProject
       New models, terrain, etc are saved. To test out new textures, maps,etc, you’ll need to save theproject.
④     CloseProject
       Closes the project. Not supported.
⑤     NewWorld
       Creates a new map.
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image006.jpg
  
Base Texture
  
Select the default texture.
HeightBitmap
Grayscale = default. The lowest height is  0, the highest is 255.
Multiple Height
Not supported.
Base Height
If you dont specify a desired height in HeightBitmap, it will go to the  default. Default = 100.
World Width
Choose the units for world width and  height. The default is 5. 1 = 512 meters, which means 5 * 512 = 2560 meters.  This unit (5) is also related to the number of number of pieces the world  has. 5 * 5 means that the input is divided in 25 landscape folders. A file  named *.lnd will be made, divided into 25 files. 512 refers to 512 square  meters.
World Height
indoor
Expresses an indoor setting. No local  support.
       Step 1 : Files-> New World
       Step 2 : New World input all of the information (see the menudescription) and then press ok.
        
⑥     OpenWorld
       Open the map.
       Step 1 : Files->Open World
       Step 2 : Go to the folder Resource\World\WdMadrigal
       Step 3 : Open the .wld file
⑦     SaveWorld – Save current map
⑧     Save As World – Save as a map file (?)
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image008.jpg
  
Save Dyo(Dynamic) File
  
Use dynamic objects to store the  information. (save dynamic object info)
Save Rgn(Region) File
Use a region file to store the  information. (save region info)
Save Lnd(Landscape) File
Save the landscape (save landscape info).
Save DDS Maps
Save as a .dds file. (saves each  landscape?)
The reason for theworld being divided into several files is that you can select each bit ofinformation that you want to be stored. It is also useful for when you workwith multiple people at once.
⑨     Save As Bitmap – Saves a map as a bmp.
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image010.jpg
  
Paint Name
  
The name. Should be obvious.
Paint Region
Saves the region area in the output.
Paint Spawn
Saves the monster spawn in the output.
Water & Cloud
Water and clouds. Obvious.
Height Attribute
The height. (resolution?)
When you save as a Bitmap, files can only be savedas Windows 32-bit true color resolution.
라)   Edit
①     Undo
       Undo.
②     Redo
       Redo.
③     Cut
       Cut.
④     Copy
Copy.
⑤     Paste
        Paste.
⑥     Gravity
       Applies to an object’s gravity. The objectshould be close to the terrain (?)
⑦     Pile Up  
       Put an object on another object. Pile boxes, put stuff onbookshelves, etc.
⑧     Lock
       This lock feature is similar to the one in 3D Max. Locks an object’s conditions.
⑨     Snap to Grid
       Snaps an item to the grid. Tile, etc.
⑩     Get Grid Size
       Obvious.
⑪     Set Grid
       Set the size of the grid.
⑫     Random Scale and Rotation
       When you add a new object, the object value for angle and scale canbe set as random. Various sizes, angles, etc. are useful for certain objects.(rocks, wood, etc.)
⑬     Spawn Default Setting
       When a monster is spawned, the values are usually set to default.You can set the default here. This is usually set for most mobs and then somefine-tuning is done after.
⑭     Animate
       In general, the background animation does not move. Turning on thisoption allows all moving objects in the background to be animated.
⑮     Execute Game
       Executes the game Set the path to run the game in Start Region.
마)   Object
①     Put
       Add the object to the workspace. Select the desired object and addit with this.
②     Select
       If you select an object, a box appears. You can modify specificobjects with this. You can multi-select (if enabled)
       file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image012.jpg
③     Select Move
       Click and drag to move the object. Should be obvious.
④     Select Rotation
       Similar to 3D Max. You can click and drag an object to rotate it.You can also use the ALT key to move, scale, or rotate objects that are inother states. Use the arrow keys to rotate 45 degrees. Should be obvious.
⑤     Select Scale
       Click and drag to scale. Should be obvious.
       (Restriced X, Y, Z coordinates can adjusteddepending on the scale.)
⑥     Restrict Y
       Y axis is fixed.
⑦     Restrict XZ
       X=Z axis is fixed.
⑧     Other
       Select a specific state that an object is in, hold the SHIFT keywhile dragging the object.
Bars) Terrain(TerrainEditor)
⑨     Height Edit
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image014.jpg
Height Edit – Height tool. Enter the properties.  
  
Mountain shape
  
Modify the height
Flat shape
Flatten
Sloping shape
Smooth
Rough Shape
Create roughness
X w/ Slope Shape
Load the height property
Radius
Maximum diameter
Hard
Internal diameter
Fixed Height
Highest point. If you were to set a fixed  height on the right side of an object, when that object hits the fixed  height, it becomes flat.
None
Height Property
None set
NoWalk
Height property
No walking. You can fly.
NoFly
Height property
No flying. You can walk.
NoMove
Height property
Its not possible to move with walking or flying.
Die
Height property
Region will cause death. Ex) lava. Not  currently supported.
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image016.jpg  file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image018.jpg  file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image020.jpg
        Height                       Flat                       Smooth
⑩     Texture Edit
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image022.jpg
Texture EditApply a texture to a region. You should select a desired texture tothe left of the Workspace before using this.
  
Normal
  
Disabled.
Detail
Disabled.
Blank
Disabled.
Landmark
Disabled.
Radius
Maximum diameter
Hard
Internal diameter
Alpha
Transparency (0 ~ 255)
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image024.jpg
⑪     Color Edit
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image026.jpg
  
Shade
  
Shading. Can be adjusted from -128 to  128.
Red
Amount of red. Can be adjusted from -128  to 128.
Green
Amount of green. Can be adjusted from  -128 to 128.
Blue
Amount of blue. Can be adjusted from -128  to 128.
Radius
Maximum diameter
Hard
Internal diameter
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image028.jpg
⑫     Water Edit
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image030.jpg
  
None
  
Water
Select water.
Cloud
Select clouds.
Water Texture
Texture used. Not currently supported.
Water Height
Height of cloud/water.
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image032.jpg
⑬     Layer
       Optimize the use of layeringfor textures. Layers can be seen a list in the terrain editor. This allows youto edit one aspect of the textures without having an effect on another aspect.
       file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image034.jpg
  
Remove
  
Removes the layer.
Update
You can check the layer on or off. If you change whether the layer  is checked or not, hit update. Ex) Turn off a layer and hit update, it will  look as if that texture has disappeared.
All Visible
This checks all of the boxes. This is useful if you have many  layers and you would like them all to appear. This will not bring back  deleted layers!

2 `  W: s* c; n0 _, w4 m+ x8 ?6 L
Checking Layer
In the picturebelow, you can see yellow lines. These are zone classifications. Yellow zonesmeans that the landscape that your mouse is over appears on the layering list.Areas outside of the yellow should be avoided, as anything in these areas willnot appear.
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image036.jpg
  A)  World
⑭     Light
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image038.jpg
  
Direct Light
  
You can use the Ambient and Diffuse tools  to get direct lighting conditions.
Game Light
Time time ingame that the light appears  (?) (0~23)
⑮     Revival To
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image040.jpg
If a characterdies within a map, it is sent to a certain revival point.
  
World Id
  
Sends the character to a certain map ID.  All maps have a map ID. The example above shows Madrigal as the map ID.
Revival Key
A specific location within the World ID  (Madrigal) where the character should spawn on revival is set in the Revival  Key. Flaris is used as an example. Flaris = Region Object.
4) View
  
Item
  
Description
Supported?
WireFrame
Shows the entire wireframe.
TerrainLOD
Terrain LOD (level of detail). When  working with detailed terrains, it is suggested that this is off.
ObjectLOD
Object LOD (level of detail). Necessary  objects are not visible when when this is on. When it is off, they are.  (Should be off when you can be slow.)
Fog
Fog
Name
Character, NPC, etc. names are printed at  this top of this object.
Grid
Smallest unit grid (?). 4 meters per  division.
Grid Patch
Patch grid units (?). 32 meters per  division.
Grid Landscape
Landscape grid units. 512 meters per  division.
Skybox
Whether the sky  is output.
No
Terrain
Whether the terrain is output.
All Objects
Whether all objects are output.
Water
Whether water/clouds are output.
Light
Lighting
Spawn
Monster spawn area.
Mover
Monsters or NPCs.
Obj
General background.
Region
Set various regions.
Workspace
Left panel (?).
Preview
Terrain preview window.
No
Height Attribute
Height property
Set Time
Time set
No
     Bar) Window
⑯       Workspace
       Object, Terrain – Select and modify
⑰       Terrain Editor
       Terrain Editor
⑱       Navigator
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image042.jpg
Grid number on Navigator is the same as the total number oflandscapes. Dark blue sections mean that it is currently loaded (the camera ispositioned there). Double clicking an area moves the camera to that area.
⑲       Tool Bar
       Various tools & features
3    Unit Descriptions
  
1 Unit
  
1 meter
1 Grid
4 meter
1 Patch grid
32 meter (Maximum LOD Unit)
1 Landscape grid
512 meter
4    Basic camera and object manipulations
  
Move Camera
  
Middle Button Press and Drag
Camera Rotation
Middle Button Press and Alt and Drag
Rotating objects
Select Object and Left Button Press and  Up Down Drag
Moving objects
Select Object and Left Button Press and  Drag
Object scale
Select Object and Left Button Press and  Up Down Drag
Basic camera and object manipulations are based on 3DMax Studio.
5    Map file extensions
  
*.wld
  
Script: header. Contains basic  information about the map.
*.lnd
Contains information about the terrain.  Landscape will increase depending on the number of units. 5 * 5 (2560 square  meters) will generate 25 lnd files.
*.rgn
Region and spawn information is contained  here.
*.dyo
Dynamic object. Primarily contains  information on NPCs.
6    Add Resources
A) Adding objects (Same conceptas Visual C++)
Click on the desired itemand the following will pop up.
  
Add Model
  
Adds 3d models (.o3d).  You must select the desired .obj and .o3d from the resource\model folder.
New Folder
Folder management. Should  be obvious.
Remove
Delete a model or folder.
Properties
Not supported.
A) Add a terrain
Click on the desired itemand the following will pop up.
  
Add Texture
  
Adds terrain textures.  Select the desired texture from the resource\world\texture folder.
New Folder
Folder management. Should  be obvious.
Remove
Delete a model or folder.
Properties
Not supported.
7      Place objects
A) input objects
①     step1 : Select the desired object in the Workspace.
②     step2 : Click in the World Window where you would like to add theobject.
B) select objects
③     Click on the desired object
④     Ctrl + Left Click : you can use this to select multiple objects
⑤     Left Button + Drag : you can drag a single object or multipleobjects
8      Object structure
A) the scripts
①     mdlObj.inc – model Object, dealswith objects. Obj is limited to a static background. Beast automaticallygenerates mdlObj.inc.
②     mdlDyna.inc – model Dynamic, dealswith dynamic objects. mdlDyna.inc should be scripted by hand.
③     For more related convention names, refer to ParsWork.doc.
B) architecture description
  
Prefix
  
Description
File
Obj
Used for a static background.
mdlObj.inc
Ctrl
Default for dynamic objects. Not  currently supported.
mdlDyna.inc
Sfx
Used for special effects. The special  effects can be found as .sfx files.
mdlDyna.inc
Item
Items. Pretty obvious.
mdlDyna.inc
Mvr
Character, NPC, monsters, etc. All  characters. Deals with the animation setting.
mdlDyna.inc
Region
Regions. Deals with resurrection,  triggers, etc. Can enter properties (?)
mdlDyna.inc
ship
Not supported.
mdlDyna.inc
나)   Mover – Set of properties.
①     Mover
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image044.jpg
  
Name
  
Character name
Dialog
Dialog script
Character
Character animation (sprite?). Script  name is set automatically.
AI
AI settings
Belligerence
Agressiveness
Immortality
Sets whether the mob is invincible or not
Super Power
Whether the mob has super powers or not.
②     Spawn
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image046.jpg
  
Sum
  
Total number of mobs
Delay(Sec)
Interval between respawn (seconds)
ActiveAttack(Num)
Active attack (number)
Enable
Whether respawn is enabled or not
C) Region – Description of each object
③     Trigger – Mainly used for events.Rarely used now due to the attribute and function settings.
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image048.jpg
④     Attribute – Terrain properties.Mainly used to enter a caption (?). Triggers can do the same thing, butattributes are used instead.
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image050.jpg
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image052.jpg
Select aproperty. A description of the property should be on the side of the property.
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image054.jpg
  
Function
  
Select the script to function as a  trigger. Not currently supported.
Sound
Select the sound that comes from a  specific region in an area. Not currently supported.
Music
Select the background music that plays in  a specific region in an area. Play button is does not work.
BGM
If this option is checked, the music is  played repeatedly.
Teleport
Teleports you to specified coordinates if  you enter a certain region.
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image056.jpg
Caption that displayswhen somebody enters a region.
⑤     Begin Point – The starting point ofthe game.
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image058.jpg
⑥     Revival Point – Resurrection point.
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image060.jpg
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image062.jpg
When a characterdies, the closest revival point is found. There are, however, distinctions inSaint Morning. If you die in Saint Morning, you may be closer to a spawn pointin a different area, which will cause you to be warped there even though you’re in Saint Morning..
To avoid issueslike this, use the Target Key feature. The target key causes a check for theKey Target, then the closest revival point. If Target Key is on, the distanceshould be disregarded and only Key target should be held accountable. You willbe spawned at Key target (Saint Morning). See the picture below for a betterexplanation.
file:///C:/Users/ADMINI~1/AppData/Local/Temp/msohtmlclip1/01/clip_image063.gif
You’ll notice that the closest spawn point to the character is inFlaris, but since the character is in Saint Morning and Target Key is on, thecharacter is sent to the spawn point in Saint Morning.
⑦     There are several Regions that are currently not in use.
다)   Region Attribute
  
ID
  
Description
Supported?
RA_WORLD      
The entire world.
No
RA_DUNGEON     
Dungeon.
No
RA_NEWBIE      
Newbie area.
No
RA_BEGIN     
Starting area.
No
RA_SAFETY     
Safe territory. Protected from PKing.
RA_SHRINE      
Resurrection territory.
No
RA_FIGHT      
These territories allow dueling.
RA_INN   
Inn territory.
No
RA_SIGHT   
Spectator territory.
No
RA_DAMAGE   
Specific territories cause damage.
No
RA_TOWN   
This is town territory.
RA_DAYLIGHT   
Not affected by light. Constant daylight  (?)
No
RA_PK        
PKing territory. PK is possible anywhere  in this area
No
RA_OX      
OX Quiz territory.
No
RA_DANGER
Dangerous territory. If this is selected,  the battle music will change.
RA_NO_CHAT
An area where you cannot talk.
No
RA_NO_ATTACK  
You cannot attack in this area.
No
RA_NO_DAMAGE  
It is not possible to be damaged/to do  damage in this area.
No
RA_NO_SKILL   
It is not possible to use skills in this  area.
No
RA_NO_ITEM   
No items are available in this area.
No
RA_NO_TELEPORT
You cannot teleport in/out of this area.
No
<Notes>
l  World coordinates can be displayed on the toolbar. The default forthis setting can be set to on or off.
l  When selecting an object in the Workspace, you must navigate to thatobject.

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