Podgotovka fazy 2 modov avtobusov v Proton Bus Simulator
Etot dokument yavlyayetsya chernovikom. Potrebuyetsya nek kotoroye vremya, chtoby stat' boleye polnym. Pozhaluysta, imeyte terpeniye, pomnite, chto eto indi-proyekt, sdelannyy v svobodnoye vremya. Luchshiy sposob ponyat', kak delayutsya mody, - eto pokopatsya v primerakh modov. Bol'shinstvo nashikh modov imeyut 3D, otkrytyy dlya redaktirovaniya i analiza. Oni budut opublikovany na sayte: www.busmods.com
Faza 2 sistemy modov avtobusov prinosit neskol'ko animatsiy, kotoryye raneye byli dostupny tol'ko v nativnykh avtobusakh. Bol'shinstvo veshchey trebuyet lish' razmeshcheniya novykh detaley so spetsificheskimi imenami v 3D. Nekotoryye drugiye svoystva i komandy byli dobavleny. Naibolee znachimyye iz nikh ob"yasnyayutsya v etom dokumente, v to vremya kak boleye prostyye mozhno izuchit' neposredstvenno v primerakh modov.
Chtoby prodolzhit' s etim rukovodstvom, vy uzhe dolzhny znat', kak konvertirovat' mody v faze 1, inache vy mozhete ne ponyat' veshchey. Yesli vy nachinayete s nulya, pozhaluysta, posmotrite urok dlya fazy 1: http://blog.protonbus.com.br/2018/09/primeira-fase-do-sistema-de-mods-de.html
Yesli ne ukazano inoye (dveri, zvuki, svet i t.d.), bol'shinstvo nastroyek delayutsya v glavnom fayle avtobusa.
[mod]
name=MiBRTS
busModVersion=2
preview=preview.png
Izmenite element busModVersion na 2. Eto budet polezno v budushchem, kogda faza 3 budet podderzhivat' novyye veshchi... Tekushchaya igra prochitayet eto, chtoby vydat' preduprezhdeniye igrokam, chto mod ne podderzhivayetsya (eto uzhe proizoydet, yesli vy oprobuyete s 3 ili 5 ili lyubym boleye vysokim chislom tam).
Element preview ukazyvayet izobrazheniye dlya poyavleniya na ekrane vybora. Izobrazheniye nakhoditsya v bazovoy papke avtobusa (baseDir), a ne v textures. Yesli etot element propushchen, igra avtomaticheski budet iskat' izobrazheniye pod nazvaniyem preview.png.
Predpochitayte ispol'zovat' sootnosheniye storon 16:9 v izobrazhenii, naprimer 1280x720 ili polovinu, chtoby ne bylo bol'shogo fayla: 640x360.
[config]
useStandardShader=1
0 = otklyucheno1 = vklyuchenoEta optsiya zastavlyayet ispol'zovat' tekushchiy sheyder Unity, Standard Shader. Inter'yer avtobusa mozhet vyglyadet' nemnogo luchshe, no on mozhet byt' tyazheleye na mobil'nykh telefonakh. Eto optsiya, kotoraya mozhet byt' udalena, yesli ona stanet tyazheloy. Ostivlyaya yeye na 0 ili propuskaya, ostayetsya predydushchiy standart (sheyder Legacy/Diffuse) s boleye razmyty mi tsvetami i otsutstviyem bleska/spekulyara.
Poskol'ku eto eksperimental'naya optsiya, poka nevozmozhno izmenit' parametry metallic, specular i t.d., oni ostanutsya na znachenii po umolchaniyu 0.5.
[reverseCamera]
posX=0
posY=3.22161
posZ=-6.11213
rotX=30
rotY=180
rotZ=0
Komanda pokhozhaya na zerkalo, no v dannom sluchaye eto kamera, napravlennaya nazad, raspolozhennaya gde-to v zadney chasti avtobusa. Mozhet byt' slegka povernuta vniz po osi x. Obratite vnimaniye na vrashcheniye na 180 gradusov po vertikal'noy osi (Y v Unity, Z v Blender), chtoby byt' napravlennoy nazad.
Monitor kamery zadnego vida - eto v osnovnom ploskost', raspolozhennaya tam, gde nakhoditsya ekran. On budet otklyuchen v igre, poyavlyayas' tol'ko pri dvizhenii zadnim khodom. Pod nim dolzhen byt' fon, chtoby ne bylo dyry, poka ne vklyuchen zadniy khod. Ploskost' dolzhna byt' nemnogo vyshe fona, chtoby izbezhat' mertsaniya (traditsionnyy Z-fighting v igrakh).
Chast' ekrana dolzhna nazyvat'sya: _reverse_camera_screen_
Ona dolzhna byt' otobrazhena na vsyu teksturu v UV, no yey ne nuzhno imet' svyazannyy material ili teksturu. V otlichiye ot zerkal, ne ispol'zuyte zerkal'noye otobrazheniye po x pri otobrazhenii, tak kak kamera ne generiruyet invertirovannoye izobrazheniye.
[posSmoke1]
enabled=1
posX=-1.0966
posY=3.08716
posZ=-6.1505
rotX=0
rotY=0
rotZ=0
multiplier=0.5
colorR=0.2
colorG=0.2
colorB=0.2
colorA=0.1

Upravleniye vykhlopom poluchilo novyye parametry: multiplier - eto mnozhitel' intensivnosti, chtoby vypuskat' bol'she ili men'she chastits. Ne preuvelichivayte znacheniye vverkh, tak kak eto mozhet byt' tyazhelo dlya igrokov. Ustanovka 0.5 vypuskayet polovinu togo, chto bylo by, ustanovka 2 vypuskayet vdvol, 1.2 nemnogo bol'she i t.d. Prodolzhayte testirovat', no ne ispol'zuyte ochen' bol'shiye chisla, takie kak 5, 10 i t.d.
Tam v razdele specialTextures vy mozhete opredelit' teksturu dyma, kotoraya budet ispol'zovana v parametre particleSystemSmoke1.
[specialTextures]
particleSystemSmoke1=ParticleCloudWhite.png
Nekotoryye novyye komandy prinimayut nastroyku tsveta. Dvizhok ispol'zuyet tsveta v formate RGBA so znacheniyami ot 0 (nulevoy) do 1 (polnyy tsvet).
Primery:
colorR=1
colorG=0
colorB=0
colorA=1
Tsvet vyshe stanovitsya krasnym. Yesli ostavit' G na 1, a R i B na 0, on stanet zelenym. Yesli ostavit' B na 1, a R i G na 0, on stanet sinim. Ottuda vy mozhete smeshivat' znacheniya, chtoby poluchit' zhelayemyy tsvet.
Pri nazhatii C ili nazhatii na ikonku komandnykh kamer na Android, igra menyayet vid, sfokusirovannyy na oblastyakh pribornoy paneli, gde igrok mozhet nazhimat' knopki.
Eti polozheniya kamer identifitsiruyutsya komandoy command_camera_, za kotoroy sleduyet inkrementnyy nomer dlya kazhdoy pozitsii.
[command_camera_1]
posX=-0.174367
posY=1.76852
posZ=5.27041
rotX=-62.1665d
rotY=-13.3138
rotZ=-0.000039
[command_camera_2]
posX=-0.344243
posY=1.85677
posZ=5.22591
rotX=-66.1773
rotY=-15.7203
rotZ=-0.00003
Mozhet byt' neogranichennoye kolichestvo takikh kamer (ispol'zuyte command_camera_3 i t.d.). Ikh nastroyka zanimayet dovol'no mnogo vremeni, vam potrebuyetsya mnogo terpeniya. Eto neobyazatel'naya, no zhelatel'naya veshch'.
Sistema konditsionirovaniya vozdukha imeyet nastroyki, razbrosannyye po neskol'kim faylam. Upravleniye konditsionerom raspolozheno v glavnom fayle avtobusa.
[air_conditioner]
enabled=1
posX=-0.761969
posY=2.74968
posZ=5.72929
rotX=-18
rotY=0
rotZ=0
scaleX=0.0025
scaleY=0.0025
scaleZ=1
[air_conditioner_screen_on]
colorR=0
colorG=1
colorB=0
colorA=1
[air_conditioner_screen_off]
colorR=0
colorG=0.25
colorB=0
colorA=0.75
Vydeleno enabled=1. Yesli ostavit' na 0, on budet otklyuchen.
Posledniye dva opredelyayut tsvet tochek ekrana. V otlichiye ot ekrana kamery zadnego vida, etomu ne nuzhna ploskost', sistema generiruyet yeye dinamicheski.

Nad knopkami vklyucheniya konditsionera i prinuditel'nogo ventilyatora voz'mite eshche dve koordinaty dlya malen'kikh ogon'kov, kotoryye budut goret', kogda eti knopki aktivirovany. Eti ogni budut opredeleny v fayle ogney (lights), vot tak:
[air_conditioner_on_1]
posX=-0.683482
posY=2.77392
posZ=5.72009
rotX=-18.6
scaleX=0.01
scaleY=0.01
scaleZ=0.01
picture=Z_LuzAr.png
[air_conditioner_fan_1]
posX=-0.651946
posY=2.77392
posZ=5.72009
rotX=-18.6
scaleX=0.01
scaleY=0.01
scaleZ=0.01
picture=Z_LuzAr.png

air_conditioner_on_1: Svet dlya knopki vklyucheniya vozdukha.air_conditioner_fan_1: Svet dlya knopki prinuditel'nogo ventilyatora.V fayle zvukov (sounds):
[airConditioningSlow]
file=sounds/airConditioningSlow.wav
...
[airConditioningFast]
file=sounds/airConditioningFast.wav
...
_airconditioner_button1_: knopka vklyucheniya/vyklyucheniya_airconditioner_button2_: knopka prinuditel'nogo ventilyatora_airconditioner_down_: knopka dlya umen'sheniya temperatury_airconditioner_up_: knopka dlya uvelicheniya temperaturyOtrazheniya v Proton opredelyayutsya v fayle konfiguratsii (.bus), gde vy izmenyayete parametry metallic i glossiness.
//bokovyye otrazheniya
[ref001]
metallic=0.4
glossiness=0.8
//otrazheniya maski
[ref002]
metallic=1
glossiness=1

Imena detaley, kotoryye budut ispol'zovat' ukazannyye otrazheniya, dolzhny imet' svoy identifikator s ispol'zovaniyem _, naprimer, _ref001_. Napr.: _ref001_skin001_kuzov.
Yesli vy khotite ispol'zovat' otrazheniya na steklakh, opredelite stekla sleduyushchim obrazom (poka yest' predel v desyat'):
[glass001]
enabled=1
shininess=0.9
specColorR=0.3
specColorG=0.3
specColorB=0.3
specColorA=0
refColorR=0.2
refColorG=0.2
refColorB=0.2
refColorA=0

Zatem nazovite detal' v 3D imenem _glass001_ i t.d.
Yesli vy ostavite enabled=0, steklo poteryayet otrazheniye, vernuvshis' k ispol'zovaniyu starogo rezhima.
VAZHNO: na steklyannykh detalyakh s dozhdem ne ispol'zuyte otrazheniye! Ono dolzhno ispol'zovat'sya tol'ko na obychnykh steklakh. Stekla s dozhdem dolzhny ispol'zovat' _transparent_.
Nekotoryye sovremennyye avtobusy imeyut elektronnuyu panel' s myagkimi knopkami (Multiplex).

Tekstury opredelyayutsya tam v razdele specialTextures:
[specialTextures]
multiplexOff=MultiTextura.png
multiplexOn=MultiTextura.png
multiplexActive=MultiTextura_ON.png
Chtoby oblegchit' zadachu, mozhno razmestit' obe chasti dlya mekhanicheskoy i avtomaticheskoy korobki peredach, i igra budet pereklyuchat' otobrazheniye v sootvetstvii s vyborom igroka. prosto nazovite detali sootvetstvuyushchimi imenami.
V sluchaye avtomaticheskoy transmissii, te Scania, u kotorykh yest' 123DNR, ne podderzhivayutsya, aktivnym budet 3.

Ishchite i issleduyte primery modov, chtoby ponyat', pozhaluysta.
_anim001_on, _click001_on..3ds, chtoby izbezhat' oshibok.