Game terrain making method and device
By using a remote editing server to process the terrain layer in game terrain generation, the problems of low terrain production efficiency and poor flexibility in the prior art are solved, and efficient game terrain production is achieved.
Patent Information
- Application Number
- CN202311757449.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2023-12-20
- Publication Date
- 2025-01-10
AI Technical Summary
Generation or editing of existing game terrain needs to be carried out in third-party editing software, resulting in high pressure on system processing and reducing production efficiency and flexibility.
By outputting the erosion editing interface corresponding to the target area terrain mask under the condition of triggering the remote baking command, obtaining the erosion parameters and sending them to the remote editing server, and using the remote server to edit the terrain layer, reducing the processing pressure of the local system.
It improves the production efficiency and flexibility of game terrain, realizes convenient terrain erosion between the game engine and remote server, and reduces the burden on local systems.
Smart Images

Figure CN119292504A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of game development, and in particular to a method and device for making game terrain. Background Art
[0002] During the game development process, game terrain needs to be created according to different game scenes. At this time, third-party editing software is usually required to generate and edit the terrain.
[0003] Currently, the generation or editing of existing game terrain requires generating a terrain height map in a third-party editing software, and then transferring this terrain height map to the game engine for integration and production of game scenes. However, terrain production through locally installed third-party editing software will also greatly increase the system's processing pressure and consume a large amount of system memory pressure, thereby reducing the efficiency and flexibility of game terrain production. Summary of the invention
[0004] In view of this, the present invention provides a method and device for making game terrain, the main purpose of which is to solve the problems of low efficiency and poor flexibility in the existing game terrain making.
[0005] According to one aspect of the present invention, a method for making a game terrain is provided, comprising:
[0006] Under the condition of triggering the remote baking instruction, outputting an erosion editing interface corresponding to the target area terrain mask, wherein the erosion editing interface includes at least one editing item for the erosion of the game terrain;
[0007] Under the condition that all erosion parameters are obtained through the editing items, the erosion parameters are sent to the remote editing server, so that the remote editing server edits the terrain layer based on the erosion parameters;
[0008] The game terrain is produced based on the terrain layer fed back by the remote server.
[0009] Furthermore, before outputting the erosion editing interface corresponding to the target area terrain mask, the method further includes:
[0010] Creating at least one area terrain mask for game terrain erosion to be performed, and loading at least one editing item configured by the remote editing server;
[0011] Binding the regional terrain mask to the edit item;
[0012] The output erosion editing interface corresponding to the target area terrain mask includes:
[0013] Determining the bound editing item based on the selected target area terrain mask, and calling an erosion editing interface for displaying the editing item in a game engine;
[0014] The edit items are output in the erosion editing interface.
[0015] Furthermore, the binding of the regional terrain mask with the edit item includes:
[0016] Determine an erosion object corresponding to the regional terrain mask based on an erosion whitelist, wherein the erosion whitelist stores erosion objects that can be eroded and correspond to different regional terrain masks;
[0017] The matching editing item in the editing option library is retrieved according to the erosion object, and the regional terrain mask is bound to the editing item.
[0018] Further, sending the erosion parameter to the remote editing server includes:
[0019] The erosion parameters are converted based on a conversion mapping relationship, and the converted erosion parameters are sent to the remote editing server. The conversion mapping relationship includes a conversion relationship between a first data format of the remote editing server and a second data format of the game engine.
[0020] Furthermore, before making the game terrain based on the terrain layer fed back by the remote server, the method further includes:
[0021] Upon receiving the terrain layer fed back by the remote server, storing the terrain layer in a target file under the system directory of the game engine;
[0022] Based on a preset time interval and / or a remote baking instruction, the target file is retrieved, and data conversion is performed on the target file based on the conversion mapping relationship, so as to retrieve the terrain layer in the target file after data conversion to produce the game terrain.
[0023] Furthermore, the making of game terrain based on the terrain layer fed back by the remote server includes:
[0024] If there are multiple terrain layers in the target file, output the multiple terrain layers through the layer editing interface of the game engine;
[0025] At least one of the terrain layers selected from the layer editing interface is determined as the terrain layer fed back by the remote server, and the game terrain is produced based on the terrain layer.
[0026] Furthermore, the making of the game terrain based on the terrain layer includes:
[0027] The game scene data and erosion weight corresponding to the game terrain layer are obtained, and the game terrain layer and the game scene data are combined and baked based on the erosion weight to obtain an eroded terrain.
[0028] According to another aspect of the present invention, there is provided a device for making game terrain, comprising:
[0029] An output module, used for outputting an erosion editing interface corresponding to the target area terrain mask under the condition of triggering a remote baking instruction, wherein the erosion editing interface includes at least one editing item for the erosion of the game terrain;
[0030] A sending module, used for sending the erosion parameters to the remote editing server under the condition that all erosion parameters are obtained through the editing items, so that the remote editing server edits the terrain layer based on the erosion parameters;
[0031] A production module is used to produce game terrain based on the terrain layer fed back by the remote server.
[0032] Furthermore, the device also includes: a creation module, a binding module,
[0033] The creation module is used to create at least one area terrain mask for game terrain erosion, and load at least one editing item configured by the remote editing server;
[0034] The binding module is used to bind the regional terrain mask with the editing item;
[0035] The output module is specifically used to determine the bound editing item based on the selected target area terrain mask, and call the erosion editing interface for displaying the editing item in the game engine; and output the editing item in the erosion editing interface.
[0036] Further,
[0037] The binding module is specifically used to determine the erosion object corresponding to the regional terrain mask based on the erosion whitelist, wherein the erosion whitelist stores erosion objects that can be eroded and correspond to different regional terrain masks; retrieve the matching editing item in the editing option library according to the erosion object, and bind the regional terrain mask to the editing item.
[0038] Further,
[0039] The sending module is specifically used to perform data conversion on the erosion parameters based on a conversion mapping relationship, and send the erosion parameters after data conversion to the remote editing server. The conversion mapping relationship includes a conversion relationship between a first data format of the remote editing server and a second data format of the game engine.
[0040] Furthermore, the device also includes:
[0041] A storage module, configured to store the terrain layer in a target file under a system directory of the game engine upon receiving the terrain layer fed back by the remote server;
[0042] The calling module is used to call the target file based on a preset time interval and / or a remote baking instruction, and perform data conversion on the target file based on the conversion mapping relationship, so as to call the terrain layer in the target file after data conversion to produce the game terrain.
[0043] Further,
[0044] The production module is specifically used to output the multiple terrain layers through the layer editing interface of the game engine if there are multiple terrain layers in the target file; determine at least one terrain layer selected from the layer editing interface as the terrain layer fed back by the remote server, and produce the game terrain based on the terrain layer.
[0045] Further,
[0046] The production module is specifically used to obtain game scene data and erosion weights corresponding to the game terrain layer, and combine and bake the game terrain layer and the game scene data based on the erosion weights to obtain eroded terrain.
[0047] According to another aspect of the present invention, a storage medium is provided, wherein at least one executable instruction is stored in the storage medium, and the executable instruction enables a processor to execute operations corresponding to the above-mentioned method for making game terrain.
[0048] According to another aspect of the present invention, there is provided a terminal, comprising: a processor, a memory, a communication interface and a communication bus, wherein the processor, the memory and the communication interface communicate with each other via the communication bus;
[0049] The memory is used to store at least one executable instruction, and the executable instruction enables the processor to execute operations corresponding to the above-mentioned method for making game terrain.
[0050] By means of the above technical solution, the technical solution provided by the embodiment of the present invention has at least the following advantages:
[0051] The present invention provides a method and device for making game terrain. Compared with the prior art, the embodiment of the present invention outputs an erosion editing interface corresponding to a target area terrain mask under the condition of triggering a remote baking instruction, wherein the erosion editing interface includes at least one editing item for the erosion of the game terrain; under the condition of obtaining all erosion parameters through the editing item, the erosion parameters are sent to a remote editing server, so that the remote editing server edits a terrain layer based on the erosion parameters; and the game terrain is made based on the terrain layer fed back by the remote server, thereby achieving the purpose of convenient terrain erosion between the game engine and the remote server, reducing the processing pressure of the local system, and thus improving the production efficiency and flexibility of the game erosion terrain.
[0052] The above description is only an overview of the technical solution of the present invention. In order to more clearly understand the technical means of the present invention, it can be implemented according to the contents of the specification. In order to make the above and other purposes, features and advantages of the present invention more obvious and easy to understand, the specific implementation methods of the present invention are listed below. BRIEF DESCRIPTION OF THE DRAWINGS
[0053] Various other advantages and benefits will become apparent to those of ordinary skill in the art by reading the detailed description of the preferred embodiments below. The accompanying drawings are only for the purpose of illustrating the preferred embodiments and are not to be considered as limiting the present invention. Moreover, the same reference symbols are used throughout the accompanying drawings to represent the same components. In the accompanying drawings:
[0054] Figure 1 A flow chart of a method for making game terrain provided by an embodiment of the present invention is shown;
[0055] Figure 2 A flow chart of another method for making game terrain provided by an embodiment of the present invention is shown;
[0056] Figure 3 A schematic diagram of a game erosion terrain provided by an embodiment of the present invention is shown;
[0057] Figure 4 A block diagram showing a device for making game terrain provided by an embodiment of the present invention is shown;
[0058] Figure 5 A schematic diagram of the structure of a terminal provided by an embodiment of the present invention is shown. DETAILED DESCRIPTION
[0059] The exemplary embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. Although the exemplary embodiments of the present disclosure are shown in the accompanying drawings, it should be understood that the present disclosure can be implemented in various forms and should not be limited by the embodiments set forth herein. On the contrary, these embodiments are provided to enable a more thorough understanding of the present disclosure and to fully convey the scope of the present disclosure to those skilled in the art.
[0060] The embodiment of the present invention provides a method for making a game terrain, such as Figure 1 As shown, the method includes:
[0061] 101. Under the condition of triggering the remote baking command, output the erosion editing interface corresponding to the terrain mask of the target area.
[0062] In the embodiment of the present invention, the current execution end, as the execution end for executing the game terrain production, can be a local server or a local terminal device to produce the game terrain in the game scene. The current execution end configures the remote baking trigger event in the game engine, and the game engine can be a UE engine (Unreal Engine). The target area terrain mask is obtained by masking the target terrain area selected for the expected erosion terrain production in the game engine. In this process, a component ErosionActor that implements the erosion function can be created in the game engine, and the selected target terrain area is masked and drawn by ErosionActor. The embodiment of the present invention does not make specific restrictions. After the current execution end determines that the target area terrain mask has been created in the game engine, it outputs an erosion editing interface corresponding to the target area terrain mask. Among them, the erosion editing interface includes at least one editing item for the erosion of the game terrain, and the editing item is used to enter the erosion parameters required for editing the erosion effect, including but not limited to the terrain material parameter editing item, the terrain image quantity editing item, the terrain erosion effect editing item (blur processing, etc.), etc. The embodiment of the present invention does not make specific restrictions, so that the erosion parameters that the developer needs to transmit to the remote editing server for terrain erosion production are entered through the editing item.
[0063] 102. Under the condition that all erosion parameters are obtained through the editing items, the erosion parameters are sent to the remote editing server, so that the remote editing server edits the terrain layer based on the erosion parameters.
[0064] In the embodiment of the present invention, after the current execution end obtains all erosion parameters through the editing items, it sends the erosion parameters to the remote editing server so that terrain erosion is performed in the remote editing server according to the erosion parameters. The remote editing server is a server with a terrain editing component installed. The terrain editing component can be Gaea software used to create various natural and fantasy style terrains and provide rich erosion nodes and parameters, so as to be used as a terrain erosion tool to produce terrain erosion effects.
[0065] 103. Produce game terrain based on the terrain layer fed back by the remote server.
[0066] In an embodiment of the present invention, after the erosion parameters are edited and produced into a terrain layer through the terrain editing component in the remote editing server, the remote editing server will feed back the edited terrain layer to the current execution end, so that the current execution end can produce the game terrain for the terrain layer through the game engine to obtain the terrain erosion effect.
[0067] The embodiment of the present invention provides a method for producing game terrain, which realizes the purpose of convenient terrain erosion between a game engine and a remote server, reduces the processing pressure of a local system, and thus improves the production efficiency and flexibility of the game erosion terrain.
[0068] The embodiment of the present invention provides another method for making game terrain, such as Figure 2 As shown, the method includes:
[0069] 201. Create at least one area terrain mask for game terrain erosion, and load at least one editing item configured by the remote editing server.
[0070] In order to achieve the purpose of remote terrain erosion production and reduce the processing pressure of the local system, the current execution end pre-creates at least one regional terrain mask. Among them, the regional terrain mask is obtained by masking different terrain areas for expected erosion terrain production. At this time, the developer can divide the terrain in the displayed game world in the game engine to obtain multiple areas for expected terrain erosion production, and then obtain regional terrain masks corresponding to multiple areas through ErosionActor drawing. In addition, in order to make terrain erosion more convenient and reduce the complexity of operation, the current execution end loads at least one editing item for the remote server to enter and edit erosion parameters. At this time, the editing item is a parameter interface exposed to the current execution end by the terrain editing component installed in the remote editing server, so that after loading, it can be entered and edited in the editing item through the game engine. The embodiment of the present invention does not make specific limitations.
[0071] 202. Bind the regional terrain mask to the edit item.
[0072] In order to achieve different erosion production efficiencies for different regional terrains and to meet the flexible configuration requirements of different erosion effects, the current execution end binds multiple regional terrain masks obtained by division and encoding drawing with different editing items, so that different editing items are displayed after selecting different regional terrain masks.
[0073] In another embodiment of the present invention, for further definition and explanation, the step of binding the regional terrain mask to the edit item includes:
[0074] Determining an erosion object corresponding to the regional terrain mask based on the erosion whitelist;
[0075] The matching editing item in the editing option library is retrieved according to the erosion object, and the regional terrain mask is bound to the editing item.
[0076] In order to realize the accurate calling and display of the editing items, so as to obtain the editing items corresponding to the regional terrain mask, and thus realize the operation purpose of remote terrain erosion, when the current execution end binds the regional terrain mask to the editing item, specifically, first determine the erosion object corresponding to the regional terrain mask based on the erosion whitelist. At this time, the erosion whitelist stores the erosion objects that can be eroded corresponding to different regional terrain masks. Among them, the erosion object is a specific terrain, including but not limited to mountains, basins, hills, plains, etc., that is, the erosion objects in the erosion whitelist are pre-configured by the developer based on the game scene requirements or the game character level. Usually, after drawing the regional terrain mask, it is determined based on the erosion whitelist whether this area can be used as an erosion object. If there is an erosion object corresponding to the regional terrain mask in the erosion whitelist, it means that the erosion object can be subjected to terrain erosion. Therefore, the matching editing items in the editing option library can be called according to the erosion object. If the erosion object corresponding to the regional terrain mask does not exist in the erosion whitelist, it means that the divided regional terrain mask cannot be used for terrain erosion. Therefore, the regional terrain can be reduced and the mask can be updated according to the erosion object, or a direct prompt can be given to re-divide the regional terrain. The embodiment of the present invention does not make specific limitations.
[0077] It should be noted that in order to meet the flexibility requirements of developing different game scenes, after the current execution end determines the erosion object, it calls the edit item from the edit option library to bind the called edit item to the regional terrain mask. Among them, the edit option library is pre-configured with edit items of erosion parameters suitable for different erosion objects, thereby providing developers who perform erosion operations through the game engine with edit items for entering parameters, so as to reduce the complexity of operations and improve the accuracy of game terrain erosion.
[0078] 203. Under the condition of triggering the remote baking instruction, determine the bound editing item based on the selected target area terrain mask, and call the erosion editing interface for displaying the editing item in the game engine.
[0079] In order to achieve the purpose of remote terrain erosion and reduce the tediousness of local operations and system pressure, the current execution end, after determining that the user triggers the remote baking instruction through the game engine (such as clicking the remote baking button), first determines the target area terrain mask selected by the developer from multiple area terrain masks to retrieve the bound editing items. Specifically, multiple pre-drawn area terrain masks can be displayed through the editing interface of the game engine, and the developer can be instructed to select them. The embodiment of the present invention does not make specific limitations. After the editing item is determined, the erosion editing interface for displaying the editing item is called in the game engine to display the editing item for the target area terrain mask. Among them, the erosion editing interface includes at least one editing item for the erosion of the game terrain, and the editing item can be in the form of a drop-down box, an entry box, a parameter option, etc., so that the specific content of the erosion parameter can be entered through the editing item.
[0080] 204. Output the editing item in the erosion editing interface.
[0081] It should be noted that in the embodiment of the present invention, when the pre-divided and drawn regional terrain mask does not expect terrain erosion, the developer can also perform real-time division and drawing based on the game engine. When the target regional terrain mask is obtained by real-time division and drawing, all editing items can be displayed in the editing interface so that erosion parameters can be entered based on the editing items. In addition, the drawing of the mask edge in the embodiment of the present invention can use the strongest attenuation drawing to reduce the rigidity of the regional terrain edge.
[0082] 205. Under the condition that all erosion parameters are obtained through the editing items, data conversion is performed on the erosion parameters based on a conversion mapping relationship, and the erosion parameters after data conversion are sent to the remote editing server.
[0083] In order to achieve the purpose of high efficiency of remote erosion editing, the current execution end needs to perform data conversion on the erosion parameters based on the conversion mapping relationship before sending the erosion parameters to the remote editing server, so that the erosion parameters sent to the remote editing server can be directly called by the terrain editing component to edit the terrain layer. Among them, the conversion mapping relationship includes the conversion relationship between the first data format of the remote editing server and the second data format of the game engine. The first data format is a file data format suitable for the terrain editing component Gaea as a remote editing server, such as the data format of the Tor file, and the second data format is a data format suitable for the output file of the game engine. At this time, the data format includes but is not limited to the conversion of resolution, conversion between different bases, etc., which is not specifically limited in the embodiment of the present invention.
[0084] It should be noted that after the erosion parameters matching the second data format entered in the game engine are converted into the second data format suitable for the terrain editing component Gaea of the remote editing server according to the conversion mapping relationship, the converted erosion parameters are sent to the remote editing server to instruct the terrain editing component in the remote editing server to directly perform erosion baking of the terrain layer according to the erosion parameters.
[0085] 206. Produce game terrain based on the terrain layer fed back by the remote server.
[0086] In the embodiment of the present invention, the implementation method of step 206 is the same as that of step 103, which will not be repeated here.
[0087] In another embodiment of the present invention, for further definition and explanation, before the step of making the game terrain based on the terrain layer fed back by the remote server, the method further includes:
[0088] Upon receiving the terrain layer fed back by the remote server, storing the terrain layer in a target file under the system directory of the game engine;
[0089] Based on a preset time interval and / or a remote baking instruction, the target file is retrieved, and data conversion is performed on the target file based on the conversion mapping relationship, so as to retrieve the terrain layer in the target file after data conversion to produce the game terrain.
[0090] In order to reduce the tediousness of transmitting erosion parameters between the game engine and the remote server, the current execution end stores the terrain layer in the target file under the system directory of the game engine after obtaining the terrain layer fed back by the remote server. At this time, the target file is a file suitable for storing the terrain layer data format generated by the terrain editing component. For example, if the terrain editing component is Gaea, the target file is a Tor file, which is not specifically limited in the embodiment of the present invention. At the same time, in order to achieve the convenience and automation of game engine import, the current execution end can call the target file according to the preset time interval or remote baking instruction, so as to perform data conversion on the target file according to the conversion mapping relationship, and obtain the terrain layer in the target file, which is automatically suitable for the game engine to call and use. Among them, the preset time interval can be 1 day, 2 days, etc., which is not specifically limited in the embodiment of the present invention.
[0091] In another embodiment of the present invention, for further definition and explanation, the step of producing the game terrain based on the terrain layer fed back by the remote server includes:
[0092] If there are multiple terrain layers in the target file, output the multiple terrain layers through the layer editing interface of the game engine;
[0093] At least one of the terrain layers selected from the layer editing interface is determined as the terrain layer fed back by the remote server, and the game terrain is produced based on the terrain layer.
[0094] In order to meet the flexibility requirements of terrain erosion production based on the game engine, when the current execution end produces game terrain based on the terrain layer, specifically, it is preferred to call the terrain layer stored in the target file. At this time, if there are multiple terrain layers in the target file, multiple terrain layers can be output through the layer editing interface of the game engine so that developers can select multiple terrain layers. After the terrain layer is selected, at least one selected terrain layer is used as the feedback terrain layer to produce the game terrain. In addition, when the terrain layer is fed back by the remote server and stored in the target file, an update log of the target file can be generated in the form of a log to mark the updated terrain layer corresponding to different update times and the link to this terrain layer, so that after selecting the target terrain layer by displaying the update log, the target terrain layer can be directly called through the link in the game engine.
[0095] In another embodiment of the present invention, for further definition and explanation, the step of making a game terrain based on the terrain layer includes:
[0096] The game scene data and erosion weight corresponding to the game terrain layer are obtained, and the game terrain layer and the game scene data are combined and baked based on the erosion weight to obtain an eroded terrain.
[0097] In order to realize terrain erosion based on the game terrain layer and achieve a realistic display effect of the game terrain, when the current execution end uses the game engine to make the terrain of the game terrain layer, specifically, first obtain the game scene data and erosion weight corresponding to the game terrain layer. Among them, the game scene data is used to characterize the scene where the game terrain is located, such as a desert scene, a mountain scene, etc., and the erosion weight is used to characterize the color weight of the game terrain layer when baking. For example, if the erosion weight is large, the color value corresponding to the game terrain layer is darker during baking, which is not specifically limited in the embodiment of the present invention.
[0098] It should be noted that since the terrain layer is a layer of terrain height for terrain erosion, when performing combined baking, all game terrain layers can be baked at once according to the terrain height, and terrain erosion can be produced by combining the color corresponding to the erosion weight baking, as shown below: Figure 3 In addition, in the embodiment of the present invention, the game scene data and the erosion weight can be configured in advance in the game engine according to different game scene development requirements, and the embodiment of the present invention does not make specific limitations.
[0099] An embodiment of the present invention provides another method for producing game terrain. Compared with the prior art, the embodiment of the present invention outputs an erosion editing interface corresponding to a target area terrain mask under the condition of triggering a remote baking instruction, wherein the erosion editing interface includes at least one editing item for erosion of the game terrain; under the condition of obtaining all erosion parameters through the editing item, the erosion parameters are sent to a remote editing server, so that the remote editing server edits the terrain layer based on the erosion parameters; the game terrain is produced based on the terrain layer fed back by the remote server, thereby achieving the purpose of convenient terrain erosion between the game engine and the remote server, reducing the processing pressure of the local system, and thus improving the production efficiency and flexibility of the game eroded terrain.
[0100] Furthermore, as a response to the above Figure 1 The embodiment of the present invention provides a device for making game terrain, such as Figure 4 As shown, the device comprises:
[0101] The output module 31 is used to output an erosion editing interface corresponding to the target area terrain mask under the condition of triggering the remote baking instruction, wherein the erosion editing interface includes at least one editing item for the erosion of the game terrain;
[0102] A sending module 32, configured to send the erosion parameters to a remote editing server under the condition that all erosion parameters are acquired through the editing item, so that the remote editing server edits the terrain layer based on the erosion parameters;
[0103] The production module 33 is used to produce the game terrain based on the terrain layer fed back by the remote server.
[0104] Furthermore, the device also includes: a creation module, a binding module,
[0105] The creation module is used to create at least one area terrain mask for game terrain erosion, and load at least one editing item configured by the remote editing server;
[0106] The binding module is used to bind the regional terrain mask with the editing item;
[0107] The output module is specifically used to determine the bound editing item based on the selected target area terrain mask, and call the erosion editing interface for displaying the editing item in the game engine; and output the editing item in the erosion editing interface.
[0108] Further,
[0109] The binding module is specifically used to determine the erosion object corresponding to the regional terrain mask based on the erosion whitelist, wherein the erosion whitelist stores erosion objects that can be eroded and correspond to different regional terrain masks; retrieve the matching editing item in the editing option library according to the erosion object, and bind the regional terrain mask to the editing item.
[0110] Further,
[0111] The sending module is specifically used to perform data conversion on the erosion parameters based on a conversion mapping relationship, and send the erosion parameters after data conversion to the remote editing server. The conversion mapping relationship includes a conversion relationship between a first data format of the remote editing server and a second data format of the game engine.
[0112] Furthermore, the device also includes:
[0113] A storage module, configured to store the terrain layer in a target file under a system directory of the game engine upon receiving the terrain layer fed back by the remote server;
[0114] The calling module is used to call the target file based on a preset time interval and / or a remote baking instruction, and perform data conversion on the target file based on the conversion mapping relationship, so as to call the terrain layer in the target file after data conversion to produce the game terrain.
[0115] Further,
[0116] The production module is specifically used to output the multiple terrain layers through the layer editing interface of the game engine if there are multiple terrain layers in the target file; determine at least one terrain layer selected from the layer editing interface as the terrain layer fed back by the remote server, and produce the game terrain based on the terrain layer.
[0117] Further,
[0118] The production module is specifically used to obtain game scene data and erosion weights corresponding to the game terrain layer, and combine and bake the game terrain layer and the game scene data based on the erosion weights to obtain eroded terrain.
[0119] An embodiment of the present invention provides a device for producing game terrain. Compared with the prior art, the embodiment of the present invention outputs an erosion editing interface corresponding to a target area terrain mask under the condition of triggering a remote baking instruction, wherein the erosion editing interface includes at least one editing item for erosion of the game terrain; under the condition of obtaining all erosion parameters through the editing item, the erosion parameters are sent to a remote editing server, so that the remote editing server edits a terrain layer based on the erosion parameters; and the game terrain is produced based on the terrain layer fed back by the remote server, thereby achieving the purpose of convenient terrain erosion between the game engine and the remote server, reducing the processing pressure of the local system, and thus improving the production efficiency and flexibility of the game eroded terrain.
[0120] According to an embodiment of the present invention, a storage medium is provided, wherein the storage medium stores at least one executable instruction, and the computer executable instruction can execute the method for making a game terrain in any of the above method embodiments.
[0121] Figure 5 A schematic diagram of the structure of a terminal provided according to an embodiment of the present invention is shown. The specific embodiment of the present invention does not limit the specific implementation of the terminal.
[0122] like Figure 5 As shown, the terminal may include: a processor (processor) 502 , a communication interface (Communications Interface) 504 , a memory (memory) 506 , and a communication bus 508 .
[0123] The processor 502 , the communication interface 504 , and the memory 506 communicate with each other via a communication bus 508 .
[0124] The communication interface 504 is used to communicate with other devices such as clients or other servers.
[0125] The processor 502 is used to execute the program 510, and specifically can execute the relevant steps in the above-mentioned embodiment of the method for making game terrain.
[0126] Specifically, the program 510 may include program codes, which include computer operation instructions.
[0127] The processor 502 may be a central processing unit (CPU), or an application-specific integrated circuit (ASIC), or one or more integrated circuits configured to implement the embodiment of the present invention. The one or more processors included in the terminal may be processors of the same type, such as one or more CPUs; or processors of different types, such as one or more CPUs and one or more ASICs.
[0128] The memory 506 is used to store the program 510. The memory 506 may include a high-speed RAM memory, and may also include a non-volatile memory (non-volatile memory), such as at least one disk memory.
[0129] The program 510 may be specifically configured to enable the processor 502 to perform the following operations:
[0130] Under the condition of triggering the remote baking instruction, outputting an erosion editing interface corresponding to the target area terrain mask, wherein the erosion editing interface includes at least one editing item for the erosion of the game terrain;
[0131] Under the condition that all erosion parameters are obtained through the editing items, the erosion parameters are sent to the remote editing server, so that the remote editing server edits the terrain layer based on the erosion parameters;
[0132] The game terrain is produced based on the terrain layer fed back by the remote server.
[0133] Obviously, those skilled in the art should understand that the above modules or steps of the present invention can be implemented by a general computing device, they can be concentrated on a single computing device, or distributed on a network composed of multiple computing devices, and optionally, they can be implemented by a program code executable by a computing device, so that they can be stored in a storage device and executed by the computing device, and in some cases, the steps shown or described can be executed in a different order than here, or they can be made into individual integrated circuit modules, or multiple modules or steps therein can be made into a single integrated circuit module for implementation. Thus, the present invention is not limited to any specific combination of hardware and software.
[0134] The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention. For those skilled in the art, the present invention may have various modifications and variations. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention shall be included in the protection scope of the present invention.
Claims
1. A method for making game terrain, characterized in that: include: Under the condition of triggering the remote baking instruction, outputting an erosion editing interface corresponding to the target area terrain mask, wherein the erosion editing interface includes at least one editing item for the erosion of the game terrain; Under the condition that all erosion parameters are obtained through the editing items, the erosion parameters are sent to the remote editing server, so that the remote editing server edits the terrain layer based on the erosion parameters; The game terrain is produced based on the terrain layer fed back by the remote server.
2. The method according to claim 1, characterized in that: Before outputting the erosion editing interface corresponding to the target area terrain mask, the method further includes: Creating at least one area terrain mask for game terrain erosion to be performed, and loading at least one editing item configured by the remote editing server; Binding the regional terrain mask to the edit item; The output erosion editing interface corresponding to the target area terrain mask includes: Determining the bound editing item based on the selected target area terrain mask, and calling an erosion editing interface for displaying the editing item in a game engine; The edit item is output in the erosion editing interface.
3. The method according to claim 2, characterized in that The binding of the regional terrain mask with the edit item comprises: Determine an erosion object corresponding to the regional terrain mask based on an erosion whitelist, wherein the erosion whitelist stores erosion objects that can be eroded and correspond to different regional terrain masks; The matching editing item in the editing option library is retrieved according to the erosion object, and the regional terrain mask is bound to the editing item.
4. The method according to claim 1, characterized in that: The sending the erosion parameters to the remote editing server includes: The erosion parameters are converted based on a conversion mapping relationship, and the converted erosion parameters are sent to the remote editing server. The conversion mapping relationship includes a conversion relationship between a first data format of the remote editing server and a second data format of the game engine.
5. The method according to claim 4, characterized in that Before making the game terrain based on the terrain layer fed back by the remote server, the method further includes: Upon receiving the terrain layer fed back by the remote server, storing the terrain layer in a target file under the system directory of the game engine; Based on a preset time interval and / or a remote baking instruction, the target file is retrieved, and data conversion is performed on the target file based on the conversion mapping relationship, so as to retrieve the terrain layer in the target file after data conversion to produce the game terrain.
6. The method according to claim 5, characterized in that The making of game terrain based on the terrain layer fed back by the remote server includes: If there are multiple terrain layers in the target file, output the multiple terrain layers through the layer editing interface of the game engine; At least one of the terrain layers selected from the layer editing interface is determined as the terrain layer fed back by the remote server, and the game terrain is produced based on the terrain layer.
7. The method according to claim 5, characterized in that The making of the game terrain based on the terrain layer includes: The game scene data and erosion weight corresponding to the game terrain layer are obtained, and the game terrain layer and the game scene data are combined and baked based on the erosion weight to obtain an eroded terrain.
8. A device for making game terrain, characterized in that: include: An output module, used for outputting an erosion editing interface corresponding to the target area terrain mask under the condition of triggering a remote baking instruction, wherein the erosion editing interface includes at least one editing item for the erosion of the game terrain; A sending module, used for sending the erosion parameters to the remote editing server under the condition that all erosion parameters are obtained through the editing items, so that the remote editing server edits the terrain layer based on the erosion parameters; A production module is used to produce game terrain based on the terrain layer fed back by the remote server.
9. A storage medium storing at least one executable instruction, wherein the executable instruction enables a processor to execute operations corresponding to the method for making game terrain as described in any one of claims 1 to 7.
10. A terminal, comprising: A processor, a memory, a communication interface and a communication bus, wherein the processor, the memory and the communication interface communicate with each other via the communication bus; The memory is used to store at least one executable instruction, and the executable instruction enables the processor to execute operations corresponding to the method for making game terrain as described in any one of claims 1-7.