Game prop operation control method and device and electronic equipment

By providing dyeing materials and controls in the graphical user interface of game props, the target appearance parameters for generating a variety of visual effects are obtained, which solves the problem of monotonous prop appearance, improves the visual experience and saves storage space.

CN115671728BActive Publication Date: 2026-04-07NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-10-28
Publication Date
2026-04-07

AI Technical Summary

Technical Problem

The appearance of game items is rather monotonous, resulting in a lack of visual experience for players, and the large number of skin materials leads to a waste of storage space.

Method used

By displaying dyeing materials and dyeing controls in the graphical user interface, responding to player triggers, updating dyeing parameters, and generating target appearance parameters with various visual effects, personalized dyeing of props can be achieved.

Benefits of technology

It enhances the visual richness of item appearances, improves the gaming experience, and reduces the amount of data in the game system, saving storage space.

✦ Generated by Eureka AI based on patent content.

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Abstract

This invention provides a method, apparatus, and electronic device for controlling the operation of game props. The method includes: displaying dyeing materials and dyeing controls in a graphical user interface in response to a specified trigger operation; updating the material parameters of the dyeing materials in response to a first trigger operation acting on the dyeing controls; determining a first dyeing parameter from a plurality of candidate dyeing parameters, wherein different candidate dyeing parameters correspond to different visual effects; determining a first target appearance parameter of the prop model to be dyed based on the first dyeing parameter and the initial appearance parameters of the prop model to be dyed, wherein the initial appearance parameters are the parameters corresponding to the skin prop of the prop model to be dyed; and displaying the prop model to be dyed based on the first target appearance parameter. This method can improve the visual richness of prop appearance and enhance the gaming experience.
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Description

Technical Field

[0001] This invention relates to the field of game technology, and in particular to a method, device, and electronic device for controlling game props. Background Technology

[0002] In the game system, players can modify items. Taking weapons as an example, players can change the sights, muzzle, grip, and other attachments, as well as change the weapon's skin, such as replacing the regular skin with a camouflage skin. The game system typically offers a variety of item skins, which players select and apply to their items to change their appearance. However, because players use the skins provided by the game system to modify item appearances, the visual effects of the items are relatively limited, affecting the player's visual experience in the game. Providing more visual effects would require more skin assets, resulting in a large amount of program data and wasted storage space. Summary of the Invention

[0003] In view of this, the purpose of the present invention is to provide a method, device and electronic device for controlling the operation of game props, so as to improve the visual richness of the appearance of the props and enhance the game experience.

[0004] In a first aspect, embodiments of the present invention provide a method for controlling the operation of game props, which provides a graphical user interface through a terminal device. The method includes: displaying dyeing materials and dyeing controls in the graphical user interface in response to a specified trigger operation; updating the material parameters of the dyeing materials in response to a first trigger operation acting on the dyeing controls, determining a first dyeing parameter from a plurality of candidate dyeing parameters, wherein different candidate dyeing parameters correspond to different visual effects; determining a first target appearance parameter of the prop model to be dyed based on the first dyeing parameter and the initial appearance parameters of the prop model to be dyed, wherein the initial appearance parameters are the parameters corresponding to the skin prop of the prop model to be dyed; and displaying the prop model to be dyed based on the first target appearance parameter.

[0005] Secondly, embodiments of the present invention provide an operation control device for game props, which provides a graphical user interface through a terminal device. The device includes: a control display module, used to display dyeing materials and dyeing controls in the graphical user interface in response to a specified trigger operation; a dyeing parameter determination module, used to update the material parameters of the dyeing materials and determine a first dyeing parameter from a plurality of candidate dyeing parameters in response to a first trigger operation acting on the dyeing controls, wherein different candidate dyeing parameters correspond to different visual effects; an appearance parameter determination module, used to determine a first target appearance parameter of the prop model to be dyed based on the first dyeing parameter and the initial appearance parameter of the prop model to be dyed, wherein the initial appearance parameter is the parameter corresponding to the skin prop of the prop model to be dyed; and a model display module, used to display the prop model to be dyed based on the first target appearance parameter.

[0006] Thirdly, embodiments of the present invention provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the above-mentioned operation control method for game props.

[0007] Fourthly, embodiments of the present invention provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the above-mentioned operation control method for game props.

[0008] The embodiments of the present invention bring the following beneficial effects:

[0009] The aforementioned method, device, and electronic device for controlling game props, in response to a specified trigger operation, display dyeing materials and dyeing controls in a graphical user interface; in response to a first trigger operation acting on the dyeing controls, update the material parameters of the dyeing materials, determine a first dyeing parameter from multiple alternative dyeing parameters, wherein different alternative dyeing parameters correspond to different visual effects; determine a first target appearance parameter of the prop model to be dyed based on the first dyeing parameter and the initial appearance parameters of the prop model to be dyed, wherein the initial appearance parameters are the parameters corresponding to the skin prop of the prop model to be dyed; and display the prop model to be dyed based on the first target appearance parameter. In this method, the prop model to be dyed is dyed using dyeing materials. During dyeing, the dyeing parameter is determined from multiple alternative dyeing parameters. This method provides multiple dyeing visual effects through alternative dyeing parameters, presenting players with personalized and diverse prop appearances, increasing the visual richness of prop appearances, and improving the gaming experience. Simultaneously, the game system does not need to store a large number of skin materials, reducing the amount of data in the game system and saving storage space resources.

[0010] Other features and advantages of the invention will be set forth in the description which follows, and will be apparent in part from the description, or may be learned by practicing the invention. The objects and other advantages of the invention are realized and obtained in accordance with the structures particularly pointed out in the description, claims and drawings.

[0011] To make the above-mentioned objects, features and advantages of the present invention more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0012] To more clearly illustrate the specific embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0013] Figure 1 A flowchart illustrating a method for controlling the operation of game props, as provided in an embodiment of the present invention;

[0014] Figure 2 This is a schematic diagram of an item configuration interface provided in an embodiment of the present invention;

[0015] Figure 3 A schematic diagram of an accessory setting interface provided in an embodiment of the present invention;

[0016] Figure 4 This is a schematic diagram of a gun dyeing interface provided in an embodiment of the present invention;

[0017] Figure 5 A schematic diagram of a component dyeing interface provided in an embodiment of the present invention;

[0018] Figure 6 This is a comparative diagram of the dyed appearance and the initial appearance of a prop model to be dyed, provided as an embodiment of the present invention.

[0019] Figure 7 This is a schematic diagram of an operation control device for game props provided in an embodiment of the present invention;

[0020] Figure 8 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0021] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0022] Considering that the appearance of items in related games is relatively simple, players have little room for modification, and there is a lack of personalized item appearance settings, this invention provides a method, device, and electronic device for operating and controlling game items. This technology can be applied to various virtual items, and games can apply it to items such as firearms and weapons.

[0023] In one embodiment of this disclosure, the method for controlling the operation of game items can run on a local terminal device or a server. When the method for controlling the operation of game items runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0024] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and operation of game item control methods are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses game screen data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0025] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0026] In one possible implementation, this invention provides a method for controlling the operation of game items. A graphical user interface (GUI) is provided via a terminal device, which can be either a local terminal device or a client device within a cloud interaction system. The GUI displays a model of the item to be dyed; this model typically has an initial appearance. The method for controlling the operation of game items provided in this embodiment is usually implemented outside of a game session; for example, before participating in a game session, a player modifies the appearance of the item model to be dyed using the method described in this embodiment. In this case, the GUI needs to display the item model to be dyed, as well as its initial appearance before modification.

[0027] Understandably, the initial display appearance can be achieved through the item skin of the item model to be dyed. This item skin can be purchased from the game store or obtained by participating in events. Alternatively, the initial display appearance can be an already dyed appearance, allowing players to re-dye the item model that has already been dyed.

[0028] To facilitate understanding of this embodiment, a method for controlling the operation of game props disclosed in this embodiment will first be described in detail. As shown in Figure 1, this method for controlling the operation of game props provides a graphical user interface through a terminal device. The terminal device can be either the aforementioned local terminal device or the aforementioned client device. This method includes the following steps:

[0029] Step S102: In response to a specified trigger operation, display the dyeing material and dyeing controls in the graphical user interface;

[0030] The specified trigger operation can be an operation applied to a specified control, such as clicking, double-clicking, or long-pressing the specified control; it can also be an operation applied to the prop model to be dyed. This specified trigger operation is typically used to indicate: initiating the dyeing process for the prop model to be dyed. After the player issues the specified trigger operation, dyeing materials and dyeing controls are displayed in the graphical user interface; in this embodiment, dyeing is used to make the appearance of the prop model to be dyed more varied. Dyeing materials are required to dye the prop model to be dyed.

[0031] It should be noted that dyeing materials need to be obtained by players beforehand. Dyeing materials can be obtained through one or more of the following methods: opening specific game items, dismantling dyed items, and participating in designated game activities. For example, players can obtain dyeing materials by opening treasure chests. Players can acquire treasure chests by purchasing them or by actively exploring the game environment. Opening treasure chests can yield accessories, dyeing materials, basic weapons, etc. Dyeing materials can also be obtained by dismantling dyed items. These materials can be used to dye other items. In practice, only certain types of dyed items can be designated as decomposable; players can obtain dyeing materials by dismantling decomposable dyed items. Additionally, players can obtain dyeing materials as rewards by participating in designated game activities, such as lotteries or completing designated game tasks.

[0032] The graphical user interface (GUI) displays the dyeing materials for the item model to be dyed. In practice, the dyeing materials can dye any dyeable item, or only some dyeable items. The GUI displays the dyeing materials applicable to the item model, including the quantity of dyeing materials and their dyeing ability value. The GUI also displays a dyeing control; when the player triggers this control, the item model will be dyed.

[0033] Step S104: In response to the first trigger operation acting on the dyeing control, update the material parameters of the dyeing material, and determine the first dyeing parameter from multiple candidate dyeing parameters, wherein different candidate dyeing parameters correspond to different visual effects;

[0034] The first triggering operation can be a click, double-click, or long-press operation on the coloring control. In this embodiment, multiple alternative coloring parameters are preset, and the visual effect of the prop model to be colored differs under different alternative coloring parameters. Taking the first coloring parameter as an example, the first coloring parameter can include one or more target coloring colors. When the first coloring parameter includes one target color, the first coloring parameter has a solid color effect; when the first coloring parameter includes multiple target coloring colors, the first coloring parameter has a multi-color effect, such as a rainbow effect.

[0035] In another implementation, the first coloring parameter includes both the target color and the corresponding coloring effect. Specifically, multiple coloring colors can be preset, each coloring color corresponding to multiple coloring effects. When determining the first coloring parameter, the target color can be determined first from the multiple coloring colors, and then the target coloring effect can be determined from the multiple coloring effects of that target color, thus determining the first coloring parameter. Alternatively, the target color can be a default setting, and when determining the first coloring parameter, the target coloring effect is determined only from the multiple coloring effects corresponding to the default target color.

[0036] Specifically, for the target color, multiple coloring templates can be set. These templates control the display position, area, and shape of the template's color on the model to be colored. Based on this, the coloring template can store the correspondence between the color texture of the target color and the position on the model. In actual implementation, each coloring template is assigned a corresponding template identifier, and the color itself can also be assigned a color identifier. The color identifier and the template identifier together constitute the first coloring parameter mentioned above.

[0037] A coloring template controls the coloring effect of a target color. This effect can be understood as the way the target color is applied to the model of the object to be colored. For example, the coloring effect specifically refers to the area of ​​the target color applied to the model. Taking a firearm as an example, the target color can be applied to various areas such as the muzzle, grip, body, and base, or even the entire model. In practice, the target color can be pre-mapped with a color map, and then the mapping method (UV mapping) between the color map and the model can be set. This mapping method controls the area of ​​the target color applied to the model. For example, multiple key pixels can be pre-determined from the color map, and multiple key model position points can be determined from the model. Then, the mapping relationship between the key pixels and the key model position points can be set in the aforementioned coloring template. This mapping relationship determines the coloring effect of the color map on the model.

[0038] In practice, the dyeing color is displayed on top of the initial appearance; that is, while maintaining the initial appearance, the dyed area or a portion of the item model displays the dyed color. The game system can pre-set multiple alternative dyeing parameters. The dyeing colors among these alternative parameters may be the same or different. When the dyeing colors are the same, the dyeing effects among the alternative parameters differ. In one specific implementation, multiple dyeing colors are pre-set, and each dyeing color has multiple dyeing effects. The permutations and combinations of dyeing colors and dyeing effects yield multiple alternative dyeing parameters. In practice, the first dyeing parameter is randomly determined from the alternative dyeing parameters, or it can be determined according to a preset order, or it can be determined based on the player's account data, operation data, game data, etc.

[0039] Since dyeing the model of the item requires dyeing materials, triggering the dyeing control updates the item parameters of the dyeing materials. For example, it may reduce the quantity of dyeing materials or decrease the dyeing ability value of the dyeing materials. In one specific approach, the graphical user interface displays the quantity of available dyeing materials; when updating the item parameters of the dyeing materials, the quantity of available dyeing materials is reduced, and finally, the quantity of remaining dyeing materials after dyeing is displayed.

[0040] Step S106: Determine the first target appearance parameters of the prop model to be dyed based on the first dyeing parameters and the initial appearance parameters of the prop model to be dyed, wherein the initial appearance parameters are the parameters corresponding to the skin prop of the prop model to be dyed.

[0041] The initial appearance parameters can be the skin texture data of the prop model to be dyed. The first dyeing parameter can control the dyeing color to change all or part of the skin texture color, thereby obtaining the first target appearance parameters. The first target appearance parameters can be understood as the skin texture data whose color is changed by the dyeing color.

[0042] Step S108: Display the model of the prop to be dyed according to the first target appearance parameters.

[0043] Since the first target appearance parameters include the skin texture of the skin prop and the coloring visual effect corresponding to the first coloring parameter, the visual effect of the displayed prop model to be colored includes both the effect of the skin prop and the coloring visual effect; in one way, the coloring visual effect can be displayed on the skin prop effect with a certain transparency.

[0044] The aforementioned method for controlling game props involves, in response to a specified trigger operation, displaying dyeing materials and dyeing controls in the graphical user interface; in response to a first trigger operation acting on the dyeing controls, updating the material parameters of the dyeing materials, determining a first dyeing parameter from multiple alternative dyeing parameters, where different alternative dyeing parameters correspond to different visual effects; determining a first target appearance parameter of the prop model to be dyed based on the first dyeing parameter and the initial appearance parameters of the prop model to be dyed, where the initial appearance parameters are the parameters corresponding to the skin prop of the prop model to be dyed; and displaying the prop model to be dyed based on the first target appearance parameter. In this method, the prop model to be dyed is dyed using dyeing materials. During dyeing, the dyeing parameter is determined from multiple alternative dyeing parameters. This method provides multiple dyeing visual effects through alternative dyeing parameters, presenting players with personalized and diverse prop appearances, increasing the visual richness of prop appearances, and improving the gaming experience. Simultaneously, the game system does not need to store a large number of skin materials, reducing the amount of data in the game system and saving storage space resources.

[0045] In one specific implementation, in response to a second trigger operation applied to the dyeing control, the material parameters of the dyeing material are updated, and a second dyeing parameter is randomly determined from multiple candidate dyeing parameters. A second target appearance parameter is determined based on the second dyeing parameter and the initial appearance parameters of the item model to be dyed. The item model to be dyed is then displayed based on the second target appearance parameter. In the aforementioned embodiment, after the first trigger operation is performed on the dyeing control, the first dyeing parameter is randomly determined from the candidate dyeing parameters, and the corresponding item model to be dyed is then displayed. If the player is not satisfied with the dyeing effect of the model, the aforementioned second trigger operation can be triggered. For example, clicking the dyeing control again will randomly determine a second dyeing parameter from the candidate dyeing parameters. This second dyeing parameter can be the same as or different from the first dyeing parameter. The second trigger operation can be performed once or multiple times, thereby obtaining multiple dyeing effects for the item model to be dyed, allowing the player to choose from them.

[0046] Additionally, when a second trigger operation is performed on the coloring control, resources in the player's account, such as gold coins and diamonds, can be spent to obtain the permission to color multiple times.

[0047] The first staining parameter can be determined in several ways.

[0048] For example, candidate tinting parameters include candidate tinting maps; multiple candidate tinting maps are pre-stored, each with different map parameters; when determining the first tinting parameter, the first tinting map is randomly selected from the multiple candidate tinting maps. In this method, the first tinting parameter is specifically the first tinting map. The tinting colors in different candidate tinting maps can be the same or different; when the tinting colors are the same, the location of the tinted area is different in different candidate tinting maps. Therefore, different candidate tinting maps produce different tinting effects. The map parameters in each candidate tinting map can be understood as the pixel parameters of the texture pixels in the candidate tinting map, such as color values, brightness values, etc.

[0049] In another approach, at least one tinted texture is pre-stored. When determining the first tinting parameter, a target texture selection parameter is randomly determined from a pre-stored set of multiple texture selection parameters. Based on the target texture selection parameter, at least a portion of the tinted texture is determined, and this determined portion is used as the first tinted texture. In this approach, the tinted texture can include multiple color regions, and the texture selection parameter set can include multiple texture selection parameters. Each texture selection parameter can specifically be a region position parameter of a region in the tinted texture. For example, when selecting a rectangular texture region, the texture selection parameter can specifically be the position of a point in the rectangular region, as well as the length and width of the rectangular region; or, for example, the texture selection parameter can specifically include the positions of four points in the rectangular region. After determining the target texture selection parameter, a portion of the tinted texture can be extracted as the first tinted texture.

[0050] In the above methods, diverse coloring textures can be obtained by selecting parameters for the texture, achieving varied coloring effects. Random coloring also enhances the richness of the props' visual effects.

[0051] In the first stained texture image, it is blended with the initial appearance texture of the prop model to be stained to generate a blended texture; the prop model to be stained is then rendered based on the blended texture. Specifically, since the first stained texture image stores stained data, the color of all or part of the initial appearance texture image can be changed based on the first stained texture image to obtain the blended texture image; alternatively, the first stained texture image and the initial appearance texture image can be weighted and calculated based on preset weighting parameters to obtain the blended texture image; or, the first stained texture image can be multiplied by a certain transparency parameter and then superimposed on the initial appearance texture image to obtain the blended texture image.

[0052] Another method for determining the first target appearance parameters involves obtaining key pixels in the first coloring texture and key model position points on the prop model to be colored; based on the correspondence between relational pixels and relational model position points, mapping the pixels in the first coloring texture to the model position points of the prop model to be colored to obtain an intermediate texture that matches the prop model to be colored; and determining the intermediate texture as the first target appearance parameter of the prop model to be colored. Key pixels can be pre-specified in the first coloring texture. For example, when the first coloring texture is rectangular, the pixels at the four corners of the first coloring texture can be specified as key pixels, or pixels at other positions can be specified as key pixels. Similarly, a preset number of key model position points can be pre-specified on the prop model to be colored. Usually, the number of key pixels and key model position points is the same, and a one-to-one correspondence is set. After the correspondence between the pixel points and the key model position points is completed, the first coloring texture is stretched, deformed, compressed, etc., so that each pixel in the first coloring texture is mapped to each model position of the prop model to be colored, and an intermediate texture is obtained. Usually, the shape of the intermediate texture is the same as the shape of the prop model to be colored. This intermediate texture is the aforementioned first target appearance texture.

[0053] Once the item model to be dyed has a dyeing effect, relevant data needs to be synchronized so that other players can see the dyeing effect. Specifically, in response to a controlled virtual object participating in a game carrying the item model to be dyed, the first dyeing parameter of the item model is sent to the designated device corresponding to the virtual object in the game, so that the item model to be dyed can be displayed on the designated device through the first dyeing parameter; wherein, the designated device is the terminal device corresponding to another player; the designated device pre-stores the initial appearance parameters of the item model to be dyed. The designated device usually has a game data package downloaded and installed, which usually includes data of various items in the game, such as the aforementioned initial appearance parameters; since the first dyeing parameter is a parameter randomly determined by the player corresponding to the terminal device, the designated device usually does not have a correspondence between the first dyeing parameter and the item model to be dyed. Since the item model to be dyed is brought into the game by the player, other players in the game may observe the item model to be dyed. In order to directly synchronize the dyeing effect of the item model to be dyed to these players, it is necessary to synchronize the first dyeing parameter randomly determined on the terminal device to all designated devices corresponding to the game through the server, so that the first target appearance parameter can be determined on the designated devices based on the first dyeing parameter and the initial appearance parameter, and then the item model to be dyed with the dyeing effect can be displayed.

[0054] Furthermore, in response to the saving operation of the appearance effect of the prop model to be dyed under the first target appearance parameters, the first dyeing parameter corresponding to the appearance effect is saved. It should be noted that the first dyeing parameter is one of the alternative dyeing parameters and already exists in the game system. However, for the prop model to be dyed, it is necessary to know which dyeing parameter to use. Therefore, it is necessary to associate and save the first dyeing parameter with the prop model to be dyed so that the dyeing effect of the prop model to be dyed can be achieved through the first dyeing parameter.

[0055] Once the first dyeing parameter is associated with and saved as part of the item model to be dyed, the skin of that item model will usually remain under the dyed effect. If the player wants to restore the skin's initial appearance, they can use a color-washing tool to delete the first dyeing parameter. Alternatively, the first dyeing parameter can be set to always be associated with and saved as part of the item model to be dyed, making it impossible to restore the skin's initial appearance.

[0056] The following examples describe various ways to implement a graphical user interface.

[0057] In one approach, in response to an item configuration operation, the weapon item, the weapon item's dyeing start control, and the weapon item's accessory item information are displayed in a graphical user interface; in response to a trigger operation acting on the dyeing start control, the weapon item is identified as the item model to be dyed, and the dyeing material and dyeing control are displayed in the graphical user interface.

[0058] Game systems typically include subsystems such as a warehouse and an inventory. For example, item configuration controls can be set up on the pages of specific subsystems. Triggering these controls executes the aforementioned item configuration operations. For instance, the warehouse subsystem can display the appearance and information of various weapons and items. Item configuration controls can be set up on the weapon and item display page; for example, the control for firearms could be displayed as "Firearm DIY." When a player triggers this control, the weapon / item configuration page is displayed in the graphical user interface.

[0059] Figure 2 As an example, after the player performs the item configuration operation, the following is displayed: Figure 2 The interface shown is as follows. Taking firearms as an example, the interface displays a "Change Dye" dyeing start control, as well as the appearance of the firearm. The right side of the interface displays accessory information, which can include the accessories currently equipped on the firearm, and can also display the accessory's color, wear value, and characteristics.

[0060] In addition to dyeing the weapon itself, weapon accessories can also be dyed. Specifically, in response to the item configuration operation, the graphical user interface displays the weapon and its accessory information; in response to the dyeing start operation of the first accessory in the accessory information, the first accessory is identified as the item model to be dyed, and the dyeing material and dyeing controls are displayed in the graphical user interface.

[0061] For example, item configuration controls can be set on pages of specific subsystems. Triggering these controls executes the aforementioned item configuration operations. For instance, in the warehouse subsystem, the appearance and information of various weapons and items can be displayed. Item configuration controls can be set on the weapon and item display page; for example, for firearms, the control could be displayed as "Firearm DIY." When a player triggers this control, the weapon / item configuration page is displayed in the graphical user interface.

[0062] In the UI design described above, the interface displays weapon items, a coloring control for weapon items, and information on accessory items. Players can color both weapon items and accessory items in the interface, and can also observe the combined effects of colored weapon items and accessory items, which improves the convenience of the coloring operation and the visual experience of coloring.

[0063] Specifically, in response to the setting operation applied to the accessory item information, the corresponding accessory item for the weapon item is displayed in the graphical user interface; in response to the selection operation applied to the first accessory item among the accessory items, the dyeing start control corresponding to the first accessory item and the dyeing record information of the first accessory item are displayed; wherein, the dyeing record information includes: the historical dyeing count and dyeing count threshold of the first accessory item; in response to the trigger operation applied to the dyeing start control, the first accessory item is identified as the item model to be dyed.

[0064] Continue to refer to Figure 2 After the player performs the item configuration operation, the graphical user interface displays the weapon item, the weapon item's coloring activation control, and information about the weapon item's attachments. The attachment information includes an attachment configuration control; clicking this control executes the aforementioned attachment settings, and then various attachments are displayed, such as... Figure 3 As shown.

[0065] After a player selects the first attachment, the system displays the attachment's appearance, which can also be the appearance of the weapon equipped with that attachment. It also displays the attachment's wear value, stats, and other information, including its functions and effects. Additionally, a coloring activation control for the first attachment is displayed. Figure 3In the game, the dyeing start control displays the historical number of times the first accessory item has been dyed, as well as the dyeing count threshold, indicated by "1 / 3". This indicates that the first accessory item has been dyed once, and the dyeing count threshold is three times. After the player clicks the dyeing start control, the first accessory item is identified as the item model to be dyed, and the dyeing process begins.

[0066] The following examples describe various ways to dye prop models.

[0067] In one approach, the alternative dyeing parameters include alternative dyeing colors and at least one dyeing effect of the alternative dyeing colors; the dyeing effect indicates the display position and / or display shape of the alternative dyeing color on the prop model to be dyed; the alternative dyeing colors have preset selection probabilities; for example, alternative dyeing colors may include red, green, blue, purple, and rainbow colors; each alternative dyeing color has multiple preset dyeing effects, specifically, each alternative dyeing color can be set with multiple dyeing performance templates, and a target number can be set for each dyeing performance template; in the dyeing performance template, the UV mapping relationship between the dyeing color texture and the prop model to be dyed can be set, thereby determining the display position, display area, etc. of the dyeing color texture on the prop model to be dyed. Different alternative dyeing colors can be set with different selection probabilities, or they can be set with the same selection probability; for example, alternative dyeing colors can be divided into levels, with higher-level alternative dyeing colors having lower corresponding selection probabilities.

[0068] In response to the first trigger operation applied to the dyeing control, the target dyeing color is determined from the candidate dyeing colors according to the selection probability mentioned above, and the dyeing effect of the target dyeing color on the prop model to be dyed is determined. For example, after the dyeing control is triggered, the target dyeing color is determined from multiple candidate dyeing colors according to the selection probability mentioned above; when the target dyeing color corresponds to multiple dyeing effects, the dyeing effect of the target dyeing color on the prop model to be dyed can also be randomly determined.

[0069] As an example, when clicking Figure 2 After accessing the "Change Dye" dyeing control, it can be displayed. Figure 4 The interface shown displays the dyeing material icons and dyeing controls. Players can trigger these controls to display the item model to be dyed under the first target appearance parameters.

[0070] In the above method, by randomly selecting the color and effect of the item model to be dyed, players can be provided with a variety of visual effects. The visual effects are diverse and uncertain, making the visual effects of the items more personalized and improving the player's visual experience.

[0071] In another approach, the dyeing effects of the candidate dyeing colors include multiple options; the preset dyeing effect set includes multiple dyeing effects corresponding to each candidate dyeing color; the selection probability of a candidate dyeing color is related to the number of types of dyeing effects of the candidate dyeing color; in response to the first trigger operation acting on the dyeing control, a target dyeing effect is randomly selected from the dyeing effect set; wherein, the target dyeing effect is the dyeing effect of the target dyeing color on the prop model to be dyed.

[0072] When click Figure 3 After the coloring start control "Coloring 1 / 3" is selected, the following will be displayed: Figure 5 The interface shown displays the dyeing material icon and the dyeing control, specifically the control that displays "Dye 1 / 3". When the player triggers this dyeing control, the model of the item to be dyed under the first target appearance parameters will be displayed.

[0073] In this method, there are multiple candidate colors, and each candidate color has multiple coloring effects. All coloring effects for the candidate colors are stored in a coloring effect set, and each coloring effect is assigned a unique ID. For example, rainbow colors have ten coloring effects, numbered 1-10; purple has twenty coloring effects, numbered 11-30, and so on. It's understandable that the more coloring effects a color has, the greater its probability of being selected.

[0074] Once the dyeing control is triggered, a target dyeing effect is randomly selected from the aforementioned set of dyeing effects. After the target dyeing effect is determined, the corresponding dyeing color becomes the target dye color. This random selection of dyeing effects allows for a wider variety of item appearances based on the player's interest in dyeing items, thus enhancing the player's visual experience.

[0075] In addition to coloring the prop models to be dyed, to further enrich the appearance of the prop models, wear effects can also be displayed. Specifically, a target wear parameter is randomly determined from a number of preset alternative wear parameters; the alternative wear parameters indicate the wear effect; different alternative wear parameters correspond to different wear effects; and the wear effect corresponding to the target wear parameter is displayed on the prop model to be dyed.

[0076] The wear effect indicated by the aforementioned alternative wear parameters can specifically include the degree of wear and the location of the wear texture on the item. In actual implementation, alternative wear parameters can include model parameter level and wear value; multiple wear parameter levels can be preset, such as brand new, slightly worn, well-worn, and damaged, with each wear parameter level corresponding to a wear value range. After the aforementioned dyeing control is triggered, a wear parameter level or a wear value can be randomly determined to obtain the target wear parameter. When displaying the item model to be dyed under the first target appearance parameters, the wear effect corresponding to the target wear parameter is simultaneously displayed on the item model to be dyed. This wear effect can correspond to either the wear parameter level or the wear value. When displaying the wear effect, the determined wear parameter level and wear value can also be displayed.

[0077] In the above method, when determining the dyeing state, the wear effect of the prop model to be dyed is also displayed, thereby further increasing the diversity of the appearance effect of the prop model to be dyed.

[0078] Furthermore, the system displays the initial appearance corresponding to the initial appearance parameters of the prop model to be dyed, and the dyed appearance corresponding to the first target appearance parameters; it also displays save and discard controls for the dyed appearance.

[0079] In this method, the graphical user interface simultaneously displays the initial appearance and the dyed appearance corresponding to the first target appearance parameters, allowing players to compare them. The save and discard controls determine whether to retain the dyed appearance corresponding to the first target appearance parameters.

[0080] like Figure 6 As shown, the left area displays the initial appearance, i.e., the original appearance of the weapon before dyeing, and also shows the original weapon's wear parameters and color, etc.; the right area displays the dyed appearance under the first target appearance parameters, i.e., the appearance of the new weapon, and also shows the new weapon's model parameters and color. Simultaneously, the interface allows for scoring of the weapon model to be dyed for each appearance, and also displays the score of the dyed weapon, as well as the change in score of the weapon model to be dyed under the first target appearance parameters relative to the initial displayed appearance, such as score increase or decrease.

[0081] Based on the above, in response to a trigger operation acting on the save control, the final displayed appearance of the item model to be dyed is determined to be the dyed appearance corresponding to the first target appearance parameters; in response to a trigger operation acting on the discard control, the final displayed appearance of the item model to be dyed is determined to be the initial appearance. In this way, players can choose whether to save the dyed state of the item model to be dyed, providing players with greater freedom of choice.

[0082] Additionally, players can obtain dyeing materials by disassembling dyed accessories. In response to the accessory disassembly operation, the dyed accessory is displayed in the graphical user interface; in response to a trigger operation acting on the second accessory among the dyed accessories, the second accessory is disassembled to obtain a preset amount of dyeing materials.

[0083] like Figure 3 The interface displays the accessories corresponding to the item model to be dyed, as well as a dismantling control. Triggering the dismantling control allows the accessory to be dismantled. Then, the interface displays dyed accessories, and these dyed accessories have a dismantling attribute. The player selects an accessory, i.e., the second accessory mentioned above. For example, clicking on the second accessory dismantles it, yielding the dyeing materials used to dye the previously dyed second accessory. At this point, because the dyeing materials have been obtained, the player's game account receives more dyeing materials, or their dyeing ability increases.

[0084] Alternatively, you can select an accessory from the accessory page in the warehouse subsystem, which will trigger the corresponding decomposition control to decompose the accessory and obtain the corresponding dyeing material.

[0085] This embodiment also provides appearance evaluation parameters for the prop model to be dyed. After determining the final display appearance of the prop model to be dyed, the appearance evaluation parameters of the weapon assembly prop corresponding to the prop model to be dyed are displayed; wherein, the prop model to be dyed is a weapon prop or accessory prop in the weapon assembly prop; the appearance evaluation parameters are determined based on the dyeing color of the weapon prop and / or accessory prop in the weapon assembly prop.

[0086] As can be seen from the foregoing embodiments, the prop model to be dyed can be a weapon prop or an accessory prop of a weapon prop. For example, the weapon prop is a firearm prop, and the accessory prop can include bayonets, flashlights, counters, pistols, etc. Both weapon props and accessory props can be dyed. The aforementioned weapon assembly props typically include the weapon prop and at least one accessory prop of the weapon prop. In actual implementation, the appearance evaluation parameters can be determined based on the dyeing colors of the weapon prop and accessory props in the weapon assembly prop, or they can be determined based on the dyeing color of either the weapon prop or the accessory prop.

[0087] It should be noted that the accessories in this embodiment are decorative accessories, such as the aforementioned bayonet, flashlight, counter, and pistol; they generally do not affect the combat stats of the weapon equipped with the accessories. However, weapon combat accessories, such as scopes, stocks, grips, and sights, generally affect the combat stats of the weapon, which is different from the accessories in this embodiment.

[0088] In one specific implementation, the appearance evaluation parameters may include the color rating of weapons and accessories, and the color rating of accessories. In addition, different coloring colors are assigned different rating levels, and different wear levels are assigned different rating parameters. The appearance evaluation parameters are obtained by performing function calculations on the rating levels and rating parameters. Alternatively, the appearance evaluation parameters may be determined based on the matching degree of the coloring of weapons and accessories, or the matching degree of the wear parameters of weapons and accessories.

[0089] In another approach, the weapon assembly prop includes: weapon props and accessory props; based on the first target appearance parameters of the weapon props, a first appearance evaluation sub-parameter of the weapon props is determined; based on the first target appearance parameters of the accessory props, a second appearance evaluation sub-parameter of the accessory props is determined; the degree of matching between the first target appearance parameters of the weapon props and the first target appearance parameters of the accessory props is determined; based on the first appearance evaluation sub-parameter, the second appearance evaluation sub-parameter, and the degree of matching, the appearance evaluation parameters of the weapon assembly props are determined.

[0090] Specifically, the appearance parameters of the first target can be divided into multiple levels, with each level corresponding to an appearance evaluation sub-parameter. For example, each color corresponds to an appearance evaluation sub-parameter. Based on this, the first appearance evaluation sub-parameter of the weapon props and the second appearance evaluation sub-parameter of the accessory props can be obtained. The first appearance evaluation sub-parameter and the second appearance evaluation sub-parameter can be added or multiplied to obtain the basic parameters. In addition, the basic parameters can also include sub-parameters corresponding to wear effects.

[0091] After obtaining the basic parameters, a matching degree parameter is determined based on the aforementioned matching degree. Based on the basic parameters and the matching degree parameter, the appearance evaluation parameter is obtained. It can be understood that the higher the matching degree, the higher the appearance evaluation parameter. In one approach, if the first target appearance parameters of at least some accessory props are the same as the first target appearance parameters of the weapon props, the matching degree is determined to be high. Based on the first and second appearance evaluation sub-parameters, the appearance evaluation parameter value is increased to obtain the appearance evaluation parameter for the weapon assembly props.

[0092] For example, if a weapon item and one of its accessory items have the same color, then the weapon item and the accessory item can be considered to have a high degree of matching. In this case, the parameter value of the matching degree parameter is higher, and the final appearance evaluation parameter is also higher.

[0093] The aforementioned appearance evaluation parameters may also include appearance rankings, so that players can know the appearance effect level of the current item within a certain range of the game system.

[0094] After the coloring of the item model to be colored is set, players can enter the game by using a controlled virtual object to carry the weapon attachment corresponding to the item model. Specifically, in response to the controlled virtual object carrying the weapon attachment to participate in the game, the weapon attachment is displayed in the game scene; wherein, the weapon attachment includes weapon items and accessory items; the item model to be colored is either a weapon item or an accessory item in the weapon attachment; in response to the activation operation of the accessory item, the special effect display method of the accessory item is determined based on the coloring color of the accessory item; and the activation special effect of the accessory item is displayed according to the special effect display method.

[0095] During gameplay, weapons and attachments are displayed with color variations. Additionally, when an attachment is activated, its special effects are displayed based on its color variation. For example, when a flashlight attachment is activated, its light color is determined by its color variation.

[0096] In the above methods, the coloring of props can enrich their special effects and further enhance the visual effects of the game.

[0097] For the corresponding method embodiments described above, see [link to relevant documentation]. Figure 7 The diagram shows a structural schematic of an operation control device for a game item. A graphical user interface (GUI) is provided via a terminal device, displaying a model of the item to be dyed. The model of the item to be dyed has an initial appearance. The device includes:

[0098] The control display module 70 is used to display the dyeing material and dyeing controls in the graphical user interface in response to a specified trigger operation;

[0099] The dyeing parameter determination module 72 is used to respond to a first trigger operation applied to the dyeing control, update the material parameters of the dyeing material, and determine a first dyeing parameter from a plurality of candidate dyeing parameters, wherein different candidate dyeing parameters correspond to different visual effects.

[0100] The appearance parameter determination module 74 is used to determine the first target appearance parameter of the prop model to be dyed based on the first dyeing parameter and the initial appearance parameter of the prop model to be dyed, wherein the initial appearance parameter is the parameter corresponding to the skin prop of the prop model to be dyed;

[0101] The model display module 76 is used to display the model of the prop to be dyed according to the first target appearance parameters.

[0102] The aforementioned game item operation control device, in response to a specified trigger operation, displays dyeing materials and dyeing controls in the graphical user interface; in response to a first trigger operation acting on the dyeing controls, it updates the material parameters of the dyeing materials, determines a first dyeing parameter from multiple alternative dyeing parameters, wherein different alternative dyeing parameters correspond to different visual effects; based on the first dyeing parameter and the initial appearance parameters of the item model to be dyed, it determines the first target appearance parameters of the item model to be dyed, wherein the initial appearance parameters are the parameters corresponding to the skin item of the item model to be dyed; and displays the item model to be dyed based on the first target appearance parameters. In this method, the item model to be dyed is dyed using dyeing materials. During dyeing, the dyeing parameter is determined from multiple alternative dyeing parameters. This method provides multiple dyeing visual effects through alternative dyeing parameters, which can present players with personalized and diverse item appearances, improve the visual richness of item appearances, and enhance the gaming experience. At the same time, the game system does not need to store a large number of skin materials, reducing the amount of data in the game system and saving storage space resources.

[0103] The aforementioned device further includes: a second display module, configured to respond to a second trigger operation acting on the dyeing control, update the material parameters of the dyeing material, randomly determine a second dyeing parameter from a plurality of alternative dyeing parameters, determine a second target appearance parameter based on the second dyeing parameter and the initial appearance parameters of the prop model to be dyed, and display the prop model to be dyed based on the second target appearance parameter.

[0104] The aforementioned alternative coloring parameters include alternative coloring textures; multiple alternative coloring textures are pre-stored, wherein different alternative coloring textures have different texture parameters; the aforementioned coloring parameter determination module is further configured to: randomly determine a first coloring texture from multiple alternative coloring textures.

[0105] The aforementioned pre-stored at least one tinted texture, and the aforementioned tinting parameter determination module, are further configured to: randomly determine target texture selection parameters from a pre-stored set of multiple texture selection parameters; determine at least a portion of the region in the at least one tinted texture according to the target texture selection parameters, and use the determined at least a portion of the region as the first tinted texture.

[0106] The aforementioned appearance parameter determination module is further configured to: mix the first coloring texture with the initial appearance texture of the prop model to be colored to generate a blended texture; the step of displaying the prop model to be colored according to the first target appearance parameters includes: rendering the prop model to be colored according to the blended texture.

[0107] The aforementioned appearance parameter determination module is further configured to: obtain key pixel points in the first coloring texture and key model position points on the prop model to be colored; based on the correspondence between the relational pixel points and the relational model position points, map the pixel points in the first coloring texture to the model position points of the prop model to be colored, thereby obtaining an intermediate texture matching the prop model to be colored; and determine the intermediate texture as the first target appearance parameter of the prop model to be colored.

[0108] The aforementioned device further includes a data synchronization module, used to: in response to a controlled virtual object participating in a game with a model of an item to be dyed, send the first dyeing parameter of the model of the item to be dyed to a designated device corresponding to the virtual object in the game, so as to display the model of the item to be dyed on the designated device through the first dyeing parameter; wherein the designated device has pre-stored the initial appearance parameters of the model of the item to be dyed.

[0109] The aforementioned model display module is also used to: respond to the saving operation of the appearance effect of the prop model to be dyed under the first target appearance parameters, and save the first dyeing parameters corresponding to the appearance effect.

[0110] The aforementioned alternative dyeing parameters include alternative dyeing colors and at least one dyeing effect of the alternative dyeing colors; the dyeing effect indicator is: the display position and / or display shape of the alternative dyeing colors on the prop model to be dyed; the alternative dyeing colors have a preset selection probability; the aforementioned dyeing parameter determination module is further used to: respond to a first trigger operation acting on the dyeing control, determine the target dyeing color from the alternative dyeing colors according to the selection probability, and determine the dyeing effect of the target dyeing color on the prop model to be dyed.

[0111] The above-mentioned alternative dyeing colors have multiple dyeing effects; the preset dyeing effect set includes multiple dyeing effects corresponding to each alternative dyeing color; the selection probability of an alternative dyeing color is related to the number of types of dyeing effects of the alternative dyeing color; the above-mentioned dyeing parameter determination module is also used to: respond to the first trigger operation acting on the dyeing control and randomly select a target dyeing effect from the dyeing effect set; wherein, the target dyeing effect is the dyeing effect of the target dyeing color on the prop model to be dyed.

[0112] The aforementioned dyeing materials have a preset quantity of available materials; the aforementioned dyeing parameter determination module is also used to: reduce the quantity of available dyeing materials.

[0113] The aforementioned device also includes a wear effect display module, used to: randomly determine a target wear parameter from a plurality of preset alternative wear parameters; wherein, the alternative wear parameters indicate the wear effect; different alternative wear parameters correspond to different wear effects; and display the wear effect corresponding to the target wear parameter on the model of the prop to be dyed.

[0114] The aforementioned model display module is also used to: display the initial appearance corresponding to the initial appearance parameters of the prop model to be dyed, and the dyed appearance corresponding to the first target appearance parameters; and display the save control and abandon control for the dyed appearance.

[0115] The aforementioned device further includes a saving module, used to: in response to a trigger operation applied to the save control, determine that the final appearance of the prop model to be dyed is the dyed appearance corresponding to the first target appearance parameter; and in response to a trigger operation applied to the discard control, determine that the final appearance of the prop model to be dyed is the initial appearance.

[0116] The aforementioned control display module is also used to: in response to the item configuration operation, display weapon items, the weapon item dyeing start control, and weapon item accessory item information in the graphical user interface; in response to the trigger operation acting on the dyeing start control, identify the weapon item as the item model to be dyed, and display the dyeing material and dyeing control in the graphical user interface.

[0117] The aforementioned control display module is also used to: in response to the item configuration operation, display weapon items and their accessory item information in the graphical user interface; in response to the dyeing start operation applied to the first accessory item in the accessory item information, determine the first accessory item as the item model to be dyed, and display the dyeing material and dyeing control in the graphical user interface.

[0118] The aforementioned control display module is also used to: respond to setting operations applied to accessory item information, and display the accessory items corresponding to the weapon items in the graphical user interface; respond to the selection operation applied to the first accessory item among the accessory items, and display the dyeing start control corresponding to the first accessory item, as well as the dyeing record information of the first accessory item; wherein, the dyeing record information includes: the historical dyeing count and dyeing count threshold of the first accessory item; and respond to the trigger operation applied to the dyeing start control, and determine the first accessory item as the item model to be dyed.

[0119] The aforementioned device further includes a disassembly module, used for: displaying the dyed parts in a graphical user interface in response to a parts disassembly operation; and disassembling the second part in response to a trigger operation applied to the second part of the dyed parts to obtain a preset amount of dyeing material.

[0120] The aforementioned device also includes an evaluation parameter display module, used to: display the appearance evaluation parameters of the weapon assembly prop corresponding to the prop model to be dyed; wherein, the prop model to be dyed is a weapon prop or accessory prop in the weapon assembly prop; the appearance evaluation parameters are determined based on the dyeing color of the weapon prop and / or accessory prop in the weapon assembly prop.

[0121] The aforementioned weapon assembly props include: weapon props and accessory props; the aforementioned evaluation parameter display module is also used to: determine a first appearance evaluation sub-parameter of the weapon prop based on the first target appearance parameter of the weapon prop; determine a second appearance evaluation sub-parameter of the accessory prop based on the first target appearance parameter of the accessory prop; determine the degree of matching between the first target appearance parameter of the weapon prop and the first target appearance parameter of the accessory prop; and determine the appearance evaluation parameter of the weapon assembly prop based on the first appearance evaluation sub-parameter, the second appearance evaluation sub-parameter, and the degree of matching.

[0122] The aforementioned evaluation parameter display module is also used to: determine the matching degree as high if at least some accessory props have the same first target appearance parameters as weapon props; and add the parameter value of the appearance evaluation parameter based on the first appearance evaluation sub-parameter and the second appearance evaluation sub-parameter to obtain the appearance evaluation parameters of the weapon assembly props.

[0123] The aforementioned device also includes an item operation module, used for: displaying the weapon equipment in the game scene in response to a controlled virtual object carrying weapon equipment to participate in a game; wherein the weapon equipment includes weapon equipment and accessory equipment; the item model to be dyed is either a weapon equipment or an accessory equipment; in response to the activation operation of the accessory equipment, determining the special effect display mode of the accessory equipment based on the dyeing color of the accessory equipment; and displaying the activation special effect of the accessory equipment according to the special effect display mode.

[0124] The aforementioned dyeing materials can be obtained through one or more of the following methods: opening designated game items, dismantling dyed items, and specifying game activities with parameters.

[0125] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the above-mentioned operation control method for game props. This electronic device can be a server or a terminal device.

[0126] See Figure 8 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the operation control method of the game props described above.

[0127] Furthermore, Figure 8 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0128] The memory 101 may include high-speed random access memory (RAM) or non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, or metropolitan area network. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 8 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0129] Processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of processor 100 or by instructions in software form. Processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this invention. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this invention can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0130] The processor in the aforementioned electronic device, by executing machine-executable instructions, can perform the following operations in the aforementioned method for controlling the operation of the game props:

[0131] In response to a specified trigger operation, the dyeing material and dyeing control are displayed in the graphical user interface; in response to a first trigger operation applied to the dyeing control, the material parameters of the dyeing material are updated, and a first dyeing parameter is determined from multiple alternative dyeing parameters, wherein different alternative dyeing parameters correspond to different visual effects; based on the first dyeing parameter and the initial appearance parameters of the prop model to be dyed, a first target appearance parameter of the prop model to be dyed is determined, wherein the initial appearance parameters are the parameters corresponding to the skin prop of the prop model to be dyed; the prop model to be dyed is displayed based on the first target appearance parameter.

[0132] In response to the second trigger operation applied to the dyeing control, update the material parameters of the dyeing material, randomly determine the second dyeing parameter from multiple alternative dyeing parameters, determine the second target appearance parameter based on the second dyeing parameter and the initial appearance parameters of the prop model to be dyed, and display the prop model to be dyed based on the second target appearance parameter.

[0133] The alternative coloring parameters include alternative coloring maps; multiple alternative coloring maps are pre-stored, wherein different alternative coloring maps have different map parameters; the first coloring map is randomly determined from the multiple alternative coloring maps.

[0134] At least one tinted texture is pre-stored, and target texture selection parameters are randomly determined from a set of multiple pre-stored texture selection parameters. At least a portion of the region is determined in the at least one tinted texture according to the target texture selection parameters, and the determined at least a portion of the region is used as the first tinted texture.

[0135] The steps of mixing the first coloring texture with the initial appearance texture of the prop model to be colored to generate a blended texture; and displaying the prop model to be colored according to the first target appearance parameters include: rendering the prop model to be colored according to the blended texture.

[0136] Obtain the key pixels in the first coloring texture and the key model position points on the prop model to be colored; based on the correspondence between the relational pixels and the relational model position points, map the pixels in the first coloring texture to the model position points of the prop model to be colored to obtain an intermediate texture that matches the prop model to be colored; determine the intermediate texture as the first target appearance parameter of the prop model to be colored.

[0137] In response to a controlled virtual object participating in a game with a model of an item to be dyed, the first dyeing parameter of the model of the item to be dyed is sent to a designated device corresponding to the virtual object in the game, so that the model of the item to be dyed can be displayed on the designated device through the first dyeing parameter; wherein, the initial appearance parameter of the model of the item to be dyed is pre-stored in the designated device.

[0138] In response to the save operation of the appearance effect of the prop model to be dyed under the first target appearance parameters, save the first dyeing parameters corresponding to the appearance effect.

[0139] The alternative dyeing parameters include alternative dyeing colors and at least one dyeing effect of the alternative dyeing colors; the dyeing effect indicator is the display position and / or display shape of the alternative dyeing colors on the prop model to be dyed; the alternative dyeing colors have a preset selection probability; in response to the first trigger operation acting on the dyeing control, the target dyeing color is determined from the alternative dyeing colors according to the selection probability, and the dyeing effect of the target dyeing color on the prop model to be dyed is determined.

[0140] The candidate dyeing colors have multiple dyeing effects; the preset dyeing effect set includes multiple dyeing effects corresponding to each candidate dyeing color; the selection probability of a candidate dyeing color is related to the number of types of dyeing effects of the candidate dyeing color; in response to the first trigger operation acting on the dyeing control, a target dyeing effect is randomly selected from the dyeing effect set; wherein, the target dyeing effect is the dyeing effect of the target dyeing color on the prop model to be dyed.

[0141] The dyeing materials have a pre-set quantity of available materials; reduce the quantity of available dyeing materials.

[0142] The target wear parameter is randomly determined from a set of preset alternative wear parameters; the alternative wear parameters indicate the wear effect; different alternative wear parameters correspond to different wear effects; the wear effect corresponding to the target wear parameter is displayed on the model of the prop to be dyed.

[0143] Displays the initial appearance corresponding to the initial appearance parameters of the prop model to be dyed, and the dyed appearance corresponding to the first target appearance parameters; displays the save and discard controls for the dyed appearance.

[0144] In response to a trigger operation applied to the save control, determine that the final appearance of the prop model to be dyed is the dyed appearance corresponding to the first target appearance parameter; in response to a trigger operation applied to the discard control, determine that the final appearance of the prop model to be dyed is the initial appearance.

[0145] In response to the item configuration operation, the system displays the weapon item, the weapon item dyeing start control, and the weapon item accessory item information in the graphical user interface; in response to the trigger operation acting on the dyeing start control, the system identifies the weapon item as the item model to be dyed and displays the dyeing materials and dyeing control in the graphical user interface.

[0146] In response to the item configuration operation, the weapon item and its accessory item information are displayed in the graphical user interface; in response to the dyeing start operation of the first accessory item in the accessory item information, the first accessory item is identified as the item model to be dyed, and the dyeing material and dyeing control are displayed in the graphical user interface.

[0147] In response to the setting operation applied to the accessory item information, the corresponding accessory item for the weapon item is displayed in the graphical user interface; in response to the selection operation applied to the first accessory item among the accessory items, the dyeing start control corresponding to the first accessory item and the dyeing record information of the first accessory item are displayed; wherein, the dyeing record information includes: the historical dyeing count and dyeing count threshold of the first accessory item; in response to the trigger operation applied to the dyeing start control, the first accessory item is identified as the item model to be dyed.

[0148] In response to the component disassembly operation, the dyed component is displayed in the graphical user interface; in response to the trigger operation applied to the second component among the dyed components, the second component is disassembled to obtain a preset amount of dyeing material.

[0149] Displays the appearance evaluation parameters of the weapon assembly prop corresponding to the prop model to be dyed; wherein, the prop model to be dyed is the weapon prop or accessory prop in the weapon assembly prop; the appearance evaluation parameters are determined based on the dyeing color of the weapon prop and / or accessory prop in the weapon assembly prop.

[0150] Weapon assembly props include: weapon props and accessory props; based on the first target appearance parameters of the weapon props, determine the first appearance evaluation sub-parameters of the weapon props; based on the first target appearance parameters of the accessory props, determine the second appearance evaluation sub-parameters of the accessory props; determine the matching degree between the first target appearance parameters of the weapon props and the first target appearance parameters of the accessory props; based on the first appearance evaluation sub-parameters, the second appearance evaluation sub-parameters, and the matching degree, determine the appearance evaluation parameters of the weapon assembly props.

[0151] If at least some of the accessory props have the same first target appearance parameters as the weapon props, the matching degree is determined to be high matching degree; based on the first appearance evaluation sub-parameter and the second appearance evaluation sub-parameter, the parameter value of the appearance evaluation parameter is added to obtain the appearance evaluation parameters of the weapon assembly props.

[0152] In response to a controlled virtual object participating in a game with weapon attachments, the weapon attachments are displayed in the game scene; wherein, the weapon attachments include weapon items and accessory items; the item model to be colored is either a weapon item or an accessory item in the weapon attachments; in response to the activation operation of accessory items, the special effect display method of accessory items is determined based on the color of the accessory items; the activation special effect of accessory items is displayed according to the special effect display method.

[0153] Dyeing materials can be obtained through one or more of the following methods: opening specified game items, dismantling dyed items, and specifying game activities with parameters.

[0154] In this method, dyeing materials are used to dye the prop model. During the dyeing process, dyeing parameters are determined from a variety of alternative dyeing parameters. This method provides a variety of dyeing visual effects through alternative dyeing parameters, which can present players with personalized and diverse prop appearances, improve the visual richness of prop appearances, and enhance the game experience.

[0155] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by a processor, the machine-executable instructions cause the processor to implement the above-mentioned operation control method for game props.

[0156] The machine-executable instructions stored in the aforementioned machine-readable storage medium can be executed to perform the following operations in the aforementioned game item operation control method:

[0157] In response to a specified trigger operation, the dyeing material and dyeing control are displayed in the graphical user interface; in response to a first trigger operation applied to the dyeing control, the material parameters of the dyeing material are updated, and a first dyeing parameter is determined from multiple alternative dyeing parameters, wherein different alternative dyeing parameters correspond to different visual effects; based on the first dyeing parameter and the initial appearance parameters of the prop model to be dyed, a first target appearance parameter of the prop model to be dyed is determined, wherein the initial appearance parameters are the parameters corresponding to the skin prop of the prop model to be dyed; the prop model to be dyed is displayed based on the first target appearance parameter.

[0158] In response to the second trigger operation applied to the dyeing control, update the material parameters of the dyeing material, randomly determine the second dyeing parameter from multiple alternative dyeing parameters, determine the second target appearance parameter based on the second dyeing parameter and the initial appearance parameters of the prop model to be dyed, and display the prop model to be dyed based on the second target appearance parameter.

[0159] The alternative coloring parameters include alternative coloring maps; multiple alternative coloring maps are pre-stored, wherein different alternative coloring maps have different map parameters; the first coloring map is randomly determined from the multiple alternative coloring maps.

[0160] At least one tinted texture is pre-stored, and target texture selection parameters are randomly determined from a set of multiple pre-stored texture selection parameters. At least a portion of the region is determined in the at least one tinted texture according to the target texture selection parameters, and the determined at least a portion of the region is used as the first tinted texture.

[0161] The steps of mixing the first coloring texture with the initial appearance texture of the prop model to be colored to generate a blended texture; and displaying the prop model to be colored according to the first target appearance parameters include: rendering the prop model to be colored according to the blended texture.

[0162] Obtain the key pixels in the first coloring texture and the key model position points on the prop model to be colored; based on the correspondence between the relational pixels and the relational model position points, map the pixels in the first coloring texture to the model position points of the prop model to be colored to obtain an intermediate texture that matches the prop model to be colored; determine the intermediate texture as the first target appearance parameter of the prop model to be colored.

[0163] In response to a controlled virtual object participating in a game with a model of an item to be dyed, the first dyeing parameter of the model of the item to be dyed is sent to a designated device corresponding to the virtual object in the game, so that the model of the item to be dyed can be displayed on the designated device through the first dyeing parameter; wherein, the initial appearance parameter of the model of the item to be dyed is pre-stored in the designated device.

[0164] In response to the save operation of the appearance effect of the prop model to be dyed under the first target appearance parameters, save the first dyeing parameters corresponding to the appearance effect.

[0165] The alternative dyeing parameters include alternative dyeing colors and at least one dyeing effect of the alternative dyeing colors; the dyeing effect indicator is the display position and / or display shape of the alternative dyeing colors on the prop model to be dyed; the alternative dyeing colors have a preset selection probability; in response to the first trigger operation acting on the dyeing control, the target dyeing color is determined from the alternative dyeing colors according to the selection probability, and the dyeing effect of the target dyeing color on the prop model to be dyed is determined.

[0166] The candidate dyeing colors have multiple dyeing effects; the preset dyeing effect set includes multiple dyeing effects corresponding to each candidate dyeing color; the selection probability of a candidate dyeing color is related to the number of types of dyeing effects of the candidate dyeing color; in response to the first trigger operation acting on the dyeing control, a target dyeing effect is randomly selected from the dyeing effect set; wherein, the target dyeing effect is the dyeing effect of the target dyeing color on the prop model to be dyed.

[0167] The dyeing materials have a pre-set quantity of available materials; reduce the quantity of available dyeing materials.

[0168] The target wear parameter is randomly determined from a set of preset alternative wear parameters; the alternative wear parameters indicate the wear effect; different alternative wear parameters correspond to different wear effects; the wear effect corresponding to the target wear parameter is displayed on the model of the prop to be dyed.

[0169] Displays the initial appearance corresponding to the initial appearance parameters of the prop model to be dyed, and the dyed appearance corresponding to the first target appearance parameters; displays the save and discard controls for the dyed appearance.

[0170] In response to a trigger operation applied to the save control, determine that the final appearance of the prop model to be dyed is the dyed appearance corresponding to the first target appearance parameter; in response to a trigger operation applied to the discard control, determine that the final appearance of the prop model to be dyed is the initial appearance.

[0171] In response to the item configuration operation, the system displays the weapon item, the weapon item dyeing start control, and the weapon item accessory item information in the graphical user interface; in response to the trigger operation acting on the dyeing start control, the system identifies the weapon item as the item model to be dyed and displays the dyeing materials and dyeing control in the graphical user interface.

[0172] In response to the item configuration operation, the weapon item and its accessory item information are displayed in the graphical user interface; in response to the dyeing start operation of the first accessory item in the accessory item information, the first accessory item is identified as the item model to be dyed, and the dyeing material and dyeing control are displayed in the graphical user interface.

[0173] In response to the setting operation applied to the accessory item information, the corresponding accessory item for the weapon item is displayed in the graphical user interface; in response to the selection operation applied to the first accessory item among the accessory items, the dyeing start control corresponding to the first accessory item and the dyeing record information of the first accessory item are displayed; wherein, the dyeing record information includes: the historical dyeing count and dyeing count threshold of the first accessory item; in response to the trigger operation applied to the dyeing start control, the first accessory item is identified as the item model to be dyed.

[0174] In response to the component disassembly operation, the dyed component is displayed in the graphical user interface; in response to the trigger operation applied to the second component among the dyed components, the second component is disassembled to obtain a preset amount of dyeing material.

[0175] Displays the appearance evaluation parameters of the weapon assembly prop corresponding to the prop model to be dyed; wherein, the prop model to be dyed is the weapon prop or accessory prop in the weapon assembly prop; the appearance evaluation parameters are determined based on the dyeing color of the weapon prop and / or accessory prop in the weapon assembly prop.

[0176] Weapon assembly props include: weapon props and accessory props; based on the first target appearance parameters of the weapon props, determine the first appearance evaluation sub-parameters of the weapon props; based on the first target appearance parameters of the accessory props, determine the second appearance evaluation sub-parameters of the accessory props; determine the matching degree between the first target appearance parameters of the weapon props and the first target appearance parameters of the accessory props; based on the first appearance evaluation sub-parameters, the second appearance evaluation sub-parameters, and the matching degree, determine the appearance evaluation parameters of the weapon assembly props.

[0177] If at least some of the accessory props have the same first target appearance parameters as the weapon props, the matching degree is determined to be high matching degree; based on the first appearance evaluation sub-parameter and the second appearance evaluation sub-parameter, the parameter value of the appearance evaluation parameter is added to obtain the appearance evaluation parameters of the weapon assembly props.

[0178] In response to a controlled virtual object participating in a game with weapon attachments, the weapon attachments are displayed in the game scene; wherein, the weapon attachments include weapon items and accessory items; the item model to be colored is either a weapon item or an accessory item in the weapon attachments; in response to the activation operation of accessory items, the special effect display method of accessory items is determined based on the color of the accessory items; the activation special effect of accessory items is displayed according to the special effect display method.

[0179] Dyeing materials can be obtained through one or more of the following methods: opening specified game items, dismantling dyed items, and specifying game activities with parameters.

[0180] In this method, dyeing materials are used to dye the prop model. During the dyeing process, dyeing parameters are determined from a variety of alternative dyeing parameters. This method provides a variety of dyeing visual effects through alternative dyeing parameters, which can present players with personalized and diverse prop appearances, improve the visual richness of prop appearances, and enhance the game experience.

[0181] The computer program products of the game prop operation control method, device and electronic device provided in the embodiments of the present invention include a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. For specific implementation, please refer to the method embodiments, which will not be repeated here.

[0182] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0183] Furthermore, in the description of the embodiments of the present invention, unless otherwise explicitly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in the present invention based on the specific circumstances.

[0184] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, essentially, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0185] In the description of this invention, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing the invention and for simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on the invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0186] Finally, it should be noted that the above embodiments are merely specific implementations of the present invention, used to illustrate the technical solutions of the present invention, and not to limit it. The scope of protection of the present invention is not limited thereto. Although the present invention has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments within the technical scope disclosed in the present invention, or make equivalent substitutions for some of the technical features; and these modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of the present invention, and should all be covered within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A method for controlling the operation of a game prop, characterized in that, The method of providing a graphical user interface via a terminal device includes: In response to a specified triggering operation, the dyeing material and dyeing controls are displayed in the graphical user interface; In response to a first trigger operation applied to the dyeing control, the material parameters of the dyeing material are updated, and a first dyeing parameter is determined from a plurality of candidate dyeing parameters, wherein different candidate dyeing parameters correspond to different visual effects; the candidate dyeing parameters include candidate dyeing colors and at least one dyeing effect of the candidate dyeing colors; the dyeing effect indicates: the display position and / or display shape of the candidate dyeing color on the prop model to be dyed; the candidate dyeing color has a preset selection probability; Based on the first dyeing parameters and the initial appearance parameters of the prop model to be dyed, the first target appearance parameters of the prop model to be dyed are determined, wherein the initial appearance parameters are the parameters corresponding to the skin prop of the prop model to be dyed; The model of the prop to be dyed is displayed according to the first target appearance parameters; The response acts on the first triggering operation of the coloring control, and the step of determining the first coloring parameter from a plurality of candidate coloring parameters includes: In response to a first trigger operation applied to the dyeing control, a target dyeing color is determined from the candidate dyeing colors according to the selection probability, and the dyeing effect of the target dyeing color on the prop model to be dyed is determined.

2. The method according to claim 1, characterized in that, The method further includes: In response to a second triggering operation applied to the dyeing control, the material parameters of the dyeing material are updated, and a second dyeing parameter is randomly determined from a plurality of alternative dyeing parameters; The second target appearance parameters are determined based on the second dyeing parameters and the initial appearance parameters of the prop model to be dyed; The model of the prop to be dyed is displayed according to the second target appearance parameters.

3. The method according to claim 1, characterized in that, The alternative dyeing parameters include alternative dyeing textures; Multiple alternative color maps are pre-stored, wherein different alternative color maps have different map parameters; The step of determining the first staining parameter from multiple candidate staining parameters includes: randomly determining the first staining map from the multiple candidate staining maps.

4. The method according to claim 1, characterized in that, The step of pre-storing at least one tint map, and determining the first tint parameter from a plurality of candidate tint parameters, includes: The target texture selection parameters are randomly determined from a pre-stored set of multiple texture selection parameters; Based on the target texture selection parameters, at least a portion of the region is determined in the at least one tinted texture, and the determined at least a portion of the region is used as the first tinted texture.

5. The method according to claim 3 or 4, characterized in that, The step of determining the first target appearance parameters of the prop model to be dyed based on the first dyeing parameters and the initial appearance parameters of the prop model to be dyed includes: The first stained texture map is blended with the initial appearance texture map of the prop model to be stained to generate a blended texture map; The step of displaying the prop model to be dyed according to the first target appearance parameters includes: rendering the prop model to be dyed according to the blending texture.

6. The method according to claim 3 or 4, characterized in that, The step of determining the first target appearance parameters of the prop model to be dyed based on the first dyeing parameters and the initial appearance parameters of the prop model to be dyed includes: Obtain the key pixel points in the first color texture map and the key model position points on the prop model to be colored; Based on the correspondence between the key pixel points and the key model position points, the pixel points in the first coloring texture are mapped to the model position points of the prop model to be colored, so as to obtain an intermediate texture that matches the prop model to be colored. The intermediate texture is determined as the first target appearance parameter of the prop model to be dyed.

7. The method according to claim 1, characterized in that, After the step of displaying the model of the prop to be dyed according to the first target appearance parameters, the method further includes: In response to a controlled virtual object participating in a game with the item model to be dyed, the first dyeing parameter of the item model to be dyed is sent to a designated device corresponding to the virtual object in the game, so that the item model to be dyed can be displayed on the designated device using the first dyeing parameter; The designated device pre-stores the initial appearance parameters of the prop model to be dyed.

8. The method according to claim 1, characterized in that, The step of displaying the model of the prop to be dyed according to the first target appearance parameters includes: In response to the save operation of the appearance effect of the prop model to be dyed under the first target appearance parameters, the first dyeing parameters corresponding to the appearance effect are saved.

9. The method according to claim 1, characterized in that, The candidate dyeing colors have multiple dyeing effects; the preset dyeing effect set includes multiple dyeing effects corresponding to each candidate dyeing color; the selection probability of a candidate dyeing color is related to the number of types of dyeing effects of the candidate dyeing color. The steps of responding to the first trigger operation of the dyeing control, determining the target dyeing color from the candidate dyeing colors according to the selection probability, and determining the dyeing effect of the target dyeing color on the prop model to be dyed include: In response to a first trigger operation applied to the dyeing control, a target dyeing effect is randomly selected from the set of dyeing effects; wherein, the target dyeing effect is the dyeing effect of the target dyeing color on the prop model to be dyed.

10. The method according to claim 1, characterized in that, The dyeing material has a preset quantity of available material; the step of updating the material parameters of the dyeing material includes: reducing the quantity of available material of the dyeing material.

11. The method according to claim 1, characterized in that, After the step of displaying the model of the prop to be dyed according to the first target appearance parameters, the method further includes: A target wear parameter is randomly determined from a set of preset alternative wear parameters; wherein, the alternative wear parameters indicate the wear effect; different alternative wear parameters correspond to different wear effects; The wear effect corresponding to the target wear parameter is displayed on the model of the prop to be dyed.

12. The method according to claim 1, characterized in that, The step of displaying the model of the prop to be dyed according to the first target appearance parameters includes: The initial appearance corresponding to the initial appearance parameters of the prop model to be dyed is displayed, as well as the dyed appearance corresponding to the first target appearance parameters. Displays save and discard controls for the dyed appearance.

13. The method according to claim 12, characterized in that, After displaying save and discard controls for the dyed appearance, the method further includes: In response to the trigger operation applied to the save control, the final appearance of the prop model to be dyed is determined to be the dyed appearance corresponding to the first target appearance parameter; In response to a trigger operation applied to the abandon control, the final appearance of the prop model to be dyed is determined to be the initial appearance.

14. The method according to claim 1, characterized in that, The steps of displaying the dyeing material and dyeing controls in the graphical user interface in response to a specified triggering operation include: In response to the item configuration operation, the graphical user interface displays the weapon item, the coloring activation control of the weapon item, and the accessory item information of the weapon item. In response to a trigger operation applied to the dyeing initiation control, the weapon prop is identified as a prop model to be dyed, and the dyeing material and dyeing control are displayed in the graphical user interface.

15. The method according to claim 1, characterized in that, The steps of displaying the dyeing material and dyeing controls in the graphical user interface in response to a specified triggering operation include: In response to the item configuration operation, the graphical user interface displays the weapon item and its accessory item information. In response to the dyeing start operation applied to the first accessory prop in the accessory prop information, the first accessory prop is identified as the prop model to be dyed, and the dyeing material and dyeing control are displayed in the graphical user interface.

16. The method according to claim 15, characterized in that, The step of determining the first accessory as a model to be dyed in response to a dyeing initiation operation applied to the accessory information includes: In response to a setting operation applied to the accessory information, the accessory corresponding to the weapon is displayed in the graphical user interface; In response to the selection operation of the first accessory item among the accessory items, the dyeing start control corresponding to the first accessory item and the dyeing record information of the first accessory item are displayed; wherein, the dyeing record information includes: the historical dyeing count and dyeing count threshold of the first accessory item; In response to the trigger operation applied to the dyeing start control, the first accessory prop is identified as the prop model to be dyed.

17. The method according to claim 15, characterized in that, The method further includes: In response to the component disassembly operation, the dyed component is displayed in the graphical user interface; In response to a triggering operation applied to the second component of the dyed components, the second component is disassembled to obtain a preset amount of dyeing material.

18. The method according to claim 1, characterized in that, After the step of displaying the model of the prop to be dyed according to the first target appearance parameters, the method further includes: The appearance evaluation parameters of the weapon assembly prop corresponding to the prop model to be dyed are displayed; wherein, the prop model to be dyed is a weapon prop or accessory prop in the weapon assembly prop; the appearance evaluation parameters are determined based on the dyeing color of the weapon prop and / or accessory prop in the weapon assembly prop.

19. The method according to claim 18, characterized in that, The weapon assembly tools include: weapon tools and accessory tools; The step of displaying the appearance evaluation parameters of the weapon assembly prop corresponding to the prop model to be dyed includes: Based on the first target appearance parameters of the weapon prop, determine the first appearance evaluation sub-parameter of the weapon prop; Based on the first target appearance parameters of the accessory prop, determine the second appearance evaluation sub-parameter of the accessory prop; Determine the degree of matching between the first target appearance parameters of the weapon prop and the first target appearance parameters of the accessory prop; Based on the first appearance evaluation sub-parameter, the second appearance evaluation sub-parameter, and the matching degree, the appearance evaluation parameters of the weapon assembly prop are determined.

20. The method according to claim 19, characterized in that, The step of determining the appearance evaluation parameters of the weapon assembly prop based on the first appearance evaluation sub-parameter, the second appearance evaluation sub-parameter, and the matching degree includes: If at least some of the accessory props have the same first target appearance parameters as the weapon props, the matching degree is determined to be a high matching degree. Based on the first appearance evaluation sub-parameter and the second appearance evaluation sub-parameter, the parameter value of the appearance evaluation parameter is added to obtain the appearance evaluation parameter of the weapon assembly prop.

21. The method according to claim 1, characterized in that, The method further includes: In response to a controlled virtual object participating in a game with weapon attachments, the weapon attachments are displayed in the game scene; wherein, the weapon attachments include weapon items and accessory items; the item model to be colored is either a weapon item or an accessory item from the weapon attachments. In response to the activation operation of the accessory, the special effect of the accessory is determined based on its color. The activation effects of the accessory items are displayed according to the described special effects presentation method.

22. The method according to claim 1, characterized in that, The dyeing material is obtained through one or more of the following methods: opening a specified game item, dismantling a dyed item, or specifying game activities with parameters.

23. A control device for operating game props, characterized in that, The device provides a graphical user interface via a terminal device, the apparatus comprising: A control display module is used to display dyeing materials and dyeing controls in response to a specified trigger operation in the graphical user interface; A dyeing parameter determination module is used to respond to a first trigger operation applied to the dyeing control, update the material parameters of the dyeing material, and determine a first dyeing parameter from a plurality of candidate dyeing parameters, wherein different candidate dyeing parameters correspond to different visual effects; the candidate dyeing parameters include candidate dyeing colors and at least one dyeing effect of the candidate dyeing colors; the dyeing effect indicates: the display position and / or display shape of the candidate dyeing color on the prop model to be dyed; the candidate dyeing color has a preset selection probability; The appearance parameter determination module is used to determine the first target appearance parameter of the prop model to be dyed based on the first dyeing parameter and the initial appearance parameter of the prop model to be dyed, wherein the initial appearance parameter is the parameter corresponding to the skin prop of the prop model to be dyed; The model display module is used to display the model of the prop to be dyed according to the first target appearance parameters; The dyeing parameter determination module is also used to respond to a first trigger operation applied to the dyeing control, determine a target dyeing color from the candidate dyeing colors according to the selection probability, and determine the dyeing effect of the target dyeing color on the prop model to be dyed.

24. An electronic device, characterized in that, The device includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the operation control method for game props according to any one of claims 1-22.

25. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the operation control method for game props as described in any one of claims 1-22.

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