Template:PatchDiff/March 15, 2012 Patch/team fortress 2 content.gcf/tf/resource/closecaption tchinese.txt

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9797"#commentary\tf2-Comment040.wav" "[Robin Walker] 遊戲中有九種兵種,加上許多武器及特殊能力,我們最大的挑戰之一,就是要將這些元素都呈現給玩家,但又不能過頭,導致玩家不知所措。 即使是基本資訊的精選清單也夠嚇人了,包括地圖目標、隊友的行蹤、誰用什麼武器攻擊他們等等。 我們沒有方法能以畫面呈現這些資訊,因此我們首先要列出優先順序,並且找出每位玩家在享受遊戲樂趣時,必須知道的基本資訊。 他們玩遊戲時能取得的資訊,例如地圖佈局,是次要的資訊,但像 Medic 的無敵能量這種資訊,若我們不提供,玩家就完全看不到了。 我們試圖盡量避免將 2D 元素加入 HUD,因為我們希望玩家看見的是 3D 世界,而非抽象的圖畫。 例如,玩家永遠能看見自己團隊中的 Spy 長什麼樣子,但他們也需要知道當我方的 Spy 偽裝時,在敵人的眼中是什麼模樣。 我們試過粗糙的方法,就是在 Spy 頭上放一個圖示,代表 Spy 目前的偽裝。 結果我們發現測試玩家很難理解這個圖示。 為了解決這個問題,我們嘗試將剪下的紙面具放在 Spy 臉上,這樣不只符合遊戲的幽默風格,而且玩家只要看一眼 Spy 的模型,馬上就能取得所有相關資訊,這樣能讓他們專注於角色及遊戲的行動。 我們也因此上了一課,瞭解如果我們堅守設計原則,最後通常能協助我們想出更好的解決方案,這比取巧走捷徑的效果好多了。"
9898"[english]#commentary\tf2-Comment040.wav" "[Robin Walker] With nine classes of characters, and so many weapons and unique abilities, one of our biggest challenges was exposing all these combinations to players without overwhelming them. Even the shortlist of essential information is intimidating, including map goals, the whereabouts of their friends, who's shooting them with what weapon, and so on. We didn't have any way to make all of this information visual, so first we had to prioritize and come up with an essential list of things every player needed to know in order to just have fun. Information they could learn by playing the game-such as map layout-was of secondary importance; but there was also information, such as the Medic's invulnerability charge, that would be completely invisible unless we exposed it. We tried to avoid attaching 2D elements to the HUD as much as possible, since we wanted players to be looking at the 3D world we'd built rather than some abstract representation. For example, players always see their own team's spies as a spy, but they need to know how the spy is disguised to the other team. We tried a quick hack where we put an icon representing the spy's current disguise floating above his head. The icon proved baffling to playtesters. When we tackled the problem by putting cut-out paper masks on the spy, it not only fit the humorous style of the game, but it let players get all pertinent information directly from a quick look at the spy's model, thus keeping them focused on the characters and on the action of the game. We took this as a lesson, in how holding ourselves to a strong design principle can often force us to come up with better solutions, than if we'd taken the easy route."
9999"#commentary\tf2-Comment041.wav" "[Jason Mitchell] 為了讓角色的描影風格,能與影響我們遊戲美術設計方向一致,即二十世紀早期商業插畫風格,我們改變了角色身上擴散的照明變化。 這裡我們能看到 Soldier 以插畫的描影風格出現在《絕地要塞 2》中。 Soldier 由旁邊房間的光線照亮時,注意他的光線與暗影側邊之間的緊密轉換。 我們在這裡使用傳統光線 [將 r_identitylightwarp 設定為 1],角色的明暗似乎太過柔和,與我們的插畫風格不符。 利用插圖式照明模型 [將 r_identitylightwarp 設定為 0],遊戲中照亮角色的方式比較符合整體的美術風格。 插圖描影的另一個層面,就是打亮邊緣強調角色輪廓,讓角色不會與背景混在一起。 如果沒有邊緣的照明方式 [將 r_rimlight to 設定為 0],角色會融入背景中。 加上邊緣照明後,[將 r_rimlight 設定為 1],角色能在背景的其他部分突顯出來,比較符合《絕地要塞 2》的美術風格。"
100N/A"[english]#commentary\tf2-Comment041.wav" "[Jason Mitchell] To achieve a style of character shading which is consistent with the early 20th Century commercial illustrations that influenced our art direction, we alter the diffuse lighting on characters. Here, we can see the Soldier as he appears in Team Fortress 2, using our illustrative shading style. Note the tight transition between the light and dark sides of the Soldier as he is lit by the light in the next room. Using traditional lighting as seen here, the character lighting appears too soft and does not fit our illustrative style. With the illustrative lighting model, our characters are lit in a way which better fits our overall art style. Another facet of illustrative shading is the use of rim highlights to accentuate the silhouettes of characters to keep them from blending into the scenery. Without the rim lighting, the character blends into the background. With the rimlighting, characters are visible against the rest of the scene and better fit the art style of Team Fortress 2."
N/A100"[english]#commentary\tf2-Comment041.wav" "[Jason Mitchell] To achieve a style of character shading which is consistent with the early 20th Century commercial illustrations that influenced our art direction, we alter the diffuse lighting on characters. Here, we can see the Heavy as he appears in Team Fortress 2, using this type of shading style. Note the tight transition between the light and dark sides of the skin on his upper arm. Using a traditional shading model as seen here, the character lighting appears too soft and lacks the distinctive look seen in hand painted illustrations. Our shading model, however, captures the dramatic transition between light and dark and helps to define the unmistakable look of Team Fortress 2. Another facet of illustrative shading is the use of rim highlights to accentuate the silhouettes of characters. Without the rim lighting, the characters tend to blend into the scenery. With the rim lighting, which you can see specifically on the Heavy's shoulders, neck, and head in this example, our characters are visible against the rest of the scene and better fit the art style of Team Fortress 2."
101101"#commentary\tf2-Comment042.wav" "[Alden Kroll] 二次元的 HUD 要素造成特殊的美術問題,因為無論玩家使用哪一種解析度,畫面都必須清晰銳利。 根據目前高解析度寬螢幕的普及度,這需要大量的記憶體處理質感,而且還要花很多功夫預測不同的顯示解析度設定。 TF2 的問題更是棘手,因為我們希望在 HUD 中包含大量平滑線條的元素。 我們研發了新的 Shader 系統,描繪線條與色彩明顯的影像。 這套系統讓我們能以固定解析度製作影像,即使按比例放大到極高的解析度,也能呈現平滑的輪廓。 這套填色系統也能處理輪廓及陰影,而且能應用到 3D 空間的世界元素,例如號誌。 "
102102"[english]#commentary\tf2-Comment042.wav" "[Alden Kroll] Two-dimensional HUD elements present a particular art problem, because they have to look good and sharp no matter what resolution the user is running their game at. Given today's availability of high resolution wide-screen displays, this can require a lot of texture memory and a lot of work anticipating different display resolutions. The problem for TF2 was even more daunting because of our desire to include a lot of smooth curved elements in our HUD. We developed a new shader system for drawing 'line art' images. The system allows us to create images at a fixed resolution that produced smooth silhouettes even when scaled up to a very high resolution. This shader system also handles outlining and drop-shadows, and can be applied in the 3D space to world elements such as signs. "
103103"#commentary\tf2-Comment043.wav" "[Chris Green] 我們希望《絕地要塞 2》具備許多特殊粒子效果,來提升多樣的武器及兵種技能。 在 Source 引擎的前版中,所有例子效果都需要由程式設計人員撰寫的自訂程式。 在《絕地要塞 2》中,我們建立一套系統,讓設計師能快速建立新的粒子系統,並重複修改目前的粒子系統,而不需要程式設計人員協助。 遊戲中的編輯器讓設計師能編輯粒子系統的定義,並立即檢視遊戲中的效果。 編輯器也能讓美術設計師連結模組效果「建築方塊」,建立複雜的視覺效果。 針對粒子系統本身,我們將許多系統計算移到圖形加速器,這讓我們增加畫面上的粒子,又不會降低畫面速率。"