Dynamic map replacement method and device, storage medium, equipment and program product

By separating textures and skeletons in the game and setting slots on the skeletons for texture replacement, the problems of large game package data size and system complexity are solved, improving game maintenance efficiency and running performance, and enhancing user experience.

CN121120883APending Publication Date: 2025-12-12NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202511220461.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-08-28
Publication Date
2025-12-12

AI Technical Summary

Technical Problem

The game's character and item textures and skeletons are saved as composite images, resulting in a large game package size, which affects the user's download and installation experience. In addition, the system is complex and difficult to maintain, increasing the cost of updates and expansions.

Method used

By separating textures from bones and setting multiple slots on the bones, textures can be replaced within the target slots, reducing the game package size and improving maintenance efficiency and performance.

Benefits of technology

By reducing texture redundancy, the game's maintenance efficiency and performance are improved, enhancing the user's download and installation experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a dynamic map replacement method and device, a storage medium, equipment and a program product, and the method comprises the steps: responding to a map replacement instruction, and determining a target slot in which a map needs to be replaced and a new map path in a target object; obtaining an original map on the target slot and a regional attachment of the original map; creating a texture atlas page according to the original map and determining a texture atlas area; loading a new map in the texture image set area according to the new map path; replacing the original map with the new map, and updating the new map according to the regional attachment; and binding the updated new chartlet to the target slot, and displaying the reloaded target object in the graphical user interface. According to the dynamic map replacement method provided by the invention, the plurality of slots are formed in the skeleton, the map and the skeleton are separated, and the target object is replaced by replacing the map in the target slot.
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Description

TECHNICAL FIELD

[0001] The present application relates to the technical field of games, in particular to a dynamic map replacement method and device, a storage medium, equipment and a program product. BACKGROUND

[0002] In games, it is often necessary to change the clothes of a character or the props (such as weapons, etc.) worn by the character. In related technologies, the maps corresponding to the skin, weapons, and plug-ins of a character are saved in a game package in the form of a combined map. When the skin is changed, the combined map needs to be changed, that is, the map and the skeleton are simultaneously changed. However, because the number of characters is large, each character wears many props, each prop has multiple slots, each slot has multiple plug-ins, and the skin of each plug-in is saved in the form of a combined map, the number of combined maps in the game package is large, the data volume of the game package is large, the user experience of downloading and installing is affected, and the animation combination form is various, the entire system will become complex, it is difficult to maintain, and the cost of subsequent updates and extensions is increased. SUMMARY

[0003] The embodiments of the present application provide a dynamic map replacement method, device, storage medium, equipment and program product. The map and the skeleton are separated, the map in a target slot is replaced, the clothes of a target object are changed, the size of a game package is reduced, the maintenance efficiency and the running performance are improved, and the user experience of downloading and installing is improved.

[0004] In one aspect, the embodiments of the present application provide a dynamic map replacement method for changing the clothes of a target object. A graphical user interface is provided by a terminal device. The graphical user interface includes at least part of a virtual scene and at least one target object. The target object includes a skeleton. The skeleton is provided with multiple slots. The method includes the following steps.

[0005] In response to a map replacement instruction, a target slot in the target object that needs to replace the map and a new map path are determined.

[0006] The original map on the target slot and the region accessory of the original map are obtained.

[0007] A texture atlas page is created according to the original map, and a texture atlas region is determined.

[0008] A new map is loaded in the texture atlas region according to the new map path.

[0009] The original map is replaced by the new map, and the new map is updated according to the region accessory.

[0010] The updated new map is bound to the target slot, and the target object after the clothes are changed is displayed in the graphical user interface.

[0011] The dynamic map replacement method provided in the application sets multiple slots on the skeleton, separates the map from the skeleton, replaces the map in the target slot to realize the dressing of the target object, and does not need to save the map and the corresponding skeleton in the form of a combined map in the game package, which is beneficial to reduce texture redundancy, reduce the package size of the game, improve the maintenance efficiency and running performance, and improve the experience of user downloading and installation.

[0012] In some embodiments, the dynamic map replacement method further comprises:

[0013] In response to the map replacement instruction, all maps of the target object are obtained;

[0014] All maps of the target object are merged into a new sprite map to generate a total map.

[0015] In this way, by merging multiple maps into a single sprite map, the switching overhead of the texture atlas page is reduced, which is beneficial to improve the animation rendering efficiency in a resource-limited scenario.

[0016] In some embodiments, the determination of the target slot that needs to replace the map comprises:

[0017] According to the map replacement instruction, the slot name of the target slot is obtained;

[0018] The index position of the target slot is found through the slot name;

[0019] It is checked whether the target slot has a valid region attachment;

[0020] When it is determined that the target slot does not have a valid region attachment, an error handling process is triggered and a failure identifier is returned.

[0021] In this way, by establishing a mapping mechanism from the slot name to the index and integrating the validity check, the program crash caused by the absence of the slot is avoided, which is beneficial to improve the stability of the dynamic map replacement system.

[0022] In some embodiments, the determination of the new map path that needs to replace the map comprises:

[0023] In response to the map replacement instruction, the new map path is obtained;

[0024] It is checked whether the new map path is valid;

[0025] When the new map path is invalid, an error handling process is triggered and a failure identifier is returned.

[0026] In this way, by detecting the validity of the new map path, the resource loading failure caused by path errors is avoided, which is beneficial to improve the fault tolerance of the dynamic map replacement method.

[0027] In some embodiments, the obtaining the original map on the target slot and the region accessory of the original map comprises:

[0028] storing the region accessory in a temporary variable.

[0029] In this way, by storing the region accessory of the original map in a temporary variable, the key rendering parameters of the map are preserved, which facilitates the implementation of dynamic map replacement without sensing.

[0030] In some embodiments, the creating a texture atlas page according to the original map and determining a texture atlas region comprises:

[0031] setting the texture atlas page based on the size of the original map;

[0032] allocating texture coordinate values to the texture atlas region according to the width and height parameters of the original map.

[0033] In this way, by dynamically setting the atlas page parameters based on the original size of the new map, display distortion caused by texture stretching or compression is avoided, which facilitates the maintenance of visual fidelity of animation rendering.

[0034] In some embodiments, the updating the new map according to the region accessory comprises:

[0035] obtaining coordinate parameters and rotation angles according to the region accessory, and triggering an offset update operation to refresh the display state of the new map.

[0036] In this way, by reusing the coordinate and rotation parameters of the original map to trigger offset update, accurate matching of the new map and the action of the target object is achieved.

[0037] On the other hand, the embodiment of the application provides a dynamic map replacement device for dressing a target object, which provides a graphical user interface through a terminal device, the graphical user interface comprising at least part of a virtual scene and at least one target object, the target object comprising a skeleton, and a plurality of slots being arranged on the skeleton, the replacement device comprising:

[0038] a determination unit configured to determine a target slot requiring a map replacement and a new map path in response to a map replacement instruction;

[0039] an obtaining unit configured to obtain an original map on the target slot and a region accessory of the original map;

[0040] a creating unit configured to create a texture atlas page according to the original map and determine a texture atlas region;

[0041] loading a new map according to the new map path in the texture atlas region;

[0042] replacing the original map with the new map and updating the new map according to the region accessory;

[0043] displaying the updated new map to the target slot in the graphical user interface and displaying the target object after the replacement in the graphical user interface.

[0044] In another aspect, an embodiment of the present application provides a computer readable storage medium, which stores a computer program, and the computer program is adapted to be loaded by a processor to execute the method for replacing a dynamic map according to any one of the above embodiments.

[0045] In another aspect, an embodiment of the present application provides a computer device, which comprises a processor and a memory, and the memory stores a computer program, and the processor is configured to execute the method for replacing a dynamic map according to any one of the above embodiments by calling the computer program stored in the memory.

[0046] In another aspect, an embodiment of the present application provides a computer program product, which comprises computer instructions, and the computer instructions are executed by a processor to implement the method for replacing a dynamic map according to any one of the above embodiments.

[0047] Additional aspects and advantages of embodiments of the present application will be in part apparent and in part pointed out hereinafter. BRIEF DESCRIPTION OF DRAWINGS

[0048] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following will briefly introduce the drawings needed to be used in the embodiments description. Obviously, the drawings in the following description are only some embodiments of the present application, and other drawings can also be obtained by those skilled in the art without any creative effort based on these drawings.

[0049] Figure 1 An example of a game system provided by an embodiment of the present application is shown in the figure.

[0050] Figure 2 A flowchart of the method for replacing a dynamic map provided by an embodiment of the present application is shown in the figure.

[0051] Figure 3 An application scenario of the method for replacing a dynamic map provided by an embodiment of the present application is shown in the figure.

[0052] Figure 4A flowchart of the method for replacing a dynamic skin provided in the embodiments of the present application.

[0053] Figure 5 A schematic diagram of a magic skin in the method for replacing a dynamic skin provided in the embodiments of the present application.

[0054] Figure 6 A flowchart of the method for replacing a dynamic skin provided in the embodiments of the present application.

[0055] Figure 7 A flowchart of the method for replacing a dynamic skin provided in the embodiments of the present application.

[0056] Figure 8 A flowchart of the method for replacing a dynamic skin provided in the embodiments of the present application.

[0057] Figure 9 A flowchart of the method for replacing a dynamic skin provided in the embodiments of the present application.

[0058] Figure 10 A flowchart of the method for replacing a dynamic skin provided in the embodiments of the present application.

[0059] Figure 11 A schematic diagram of scenes before and after the method for replacing a dynamic skin provided in the embodiments of the present application.

[0060] Figure 12 A flowchart of the method for replacing a dynamic skin provided in the embodiments of the present application.

[0061] Figure 13 A structural schematic diagram of the device for replacing a dynamic skin provided in the embodiments of the present application.

[0062] Figure 14 A structural schematic diagram of the computer device provided in the embodiments of the present application. DETAILED DESCRIPTION

[0063] The technical solutions in the embodiments of the present application will be described clearly and completely below with reference to the drawings in the embodiments of the present application. Obviously, the described embodiments are only part of the embodiments of the present application, rather than all the embodiments of the present application. Based on the embodiments in the present application, all other embodiments obtained by those skilled in the art without creative work fall within the scope of protection of the present application.

[0064] Embodiments of the present application provide a dynamic skin replacement method, device, storage medium, equipment and program product. Specifically, the dynamic skin replacement method of the embodiments of the present application can be executed by a computer device, which can be a terminal or a server. The terminal can be a smart phone, a tablet computer, a notebook computer, a smart television, a wearable smart device, a smart vehicle terminal, etc. The terminal can also include a client, which can be a game client, a browser client, an instant messaging client or an applet, etc. The server can be a standalone physical server, a server cluster or a distributed system composed of multiple physical servers, a cloud server providing cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content distribution networks (CDN) and basic cloud computing services such as big data and artificial intelligence platforms, etc.

[0065] For example, when the dynamic skin replacement method is executed on a terminal device, the terminal device can include a display screen and a processor. The display screen is used to present a game picture and receive instructions generated by a player acting on the game picture. The game picture can include part of a virtual game scene, which is a virtual world where a virtual character performs activities. The processor is used to store a game application, execute the game, generate a game picture, respond to instructions and control the display of the game picture on the display screen. When the player operates the game picture through the display screen, the game picture can control the content in the terminal device locally in response to the received operation instructions. The terminal device can provide the game picture to the player in various ways, for example, by rendering the game picture on the display screen of the terminal device, or by presenting the game picture through holographic projection.

[0066] For example, when the dynamic map replacement method is run on a server, the method can be implemented and executed based on a cloud gaming system. The cloud gaming system refers to a game mode based on cloud computing. The cloud gaming system includes a server and a client device. The running subject of a game application and the presentation subject of a game picture are separated, and the storage and running of the dynamic map replacement method are completed on the server. The game picture is presented on the client, which is mainly used for receiving and sending game data and presenting game pictures. For example, the client can be a display device close to the player side with data transmission function, such as a mobile terminal, a television, a computer, a palm computer, a personal digital assistant, a head-mounted display device, etc., but the terminal device for game data processing is the server in the cloud. When playing the game, the player operates the client to send instructions to the server, the server controls the running of the game according to the instructions, encodes and compresses the game picture and other data, returns the data to the client through the network, and finally decodes and outputs the game picture through the client.

[0067] It should be noted that in the embodiments of the present application, the execution subject of the dynamic map replacement method can be a terminal device or a server, wherein the terminal device can be a local terminal device or a client device in the cloud game mentioned above. The embodiments of the present application do not limit the type of execution subject.

[0068] For example, in combination with the above description, Figure 1 A game system 1000 for implementing the dynamic map replacement method is shown, which can include at least one terminal 1001, at least one server 1002, at least one database 1003, and a network. The terminal 1001 held by the user can be connected to different servers through the network. The terminal is any device with computing hardware that can support and execute software application tools corresponding to the game.

[0069] In the game system 1000 described above, the terminal 1001 is used to install and run the game application. In some cases, the game application can not be installed in the terminal 1001 in advance, and the player can directly access the game through a browser or other client. The player logs in to the game application using a registered game account, and can control the virtual character corresponding to the game account to participate in the game. When the player logs in to the game application, the terminal 1001 sends a login request to the server 1002. The server 1002 verifies the game account used by the player, and determines the game mechanism corresponding to the game account according to the login request. If the verification is passed, the server 1002 returns a login success notification to the terminal 1001. During the game process of the player participating in the game through the game application, the terminal 1001 and the server 1002 perform data interaction. The terminal 1001 sends various information to the server 1002. The server 1002 determines the display data of the terminal 1001 according to the stored game mechanism and the received information, and sends the display data to the terminal 1001, so as to display the display data sent by the server 1002 to the player through the terminal 1001.

[0070] In possible application scenarios, different terminals 1001 can be served by different servers 1002. Therefore, in order to distinguish the servers 1002 corresponding to different game terminals 1001, the first and second manners will be used for description in the embodiments of the present application. In fact, the servers 1002 corresponding to different game terminals 1001 can be the same server 1002. Therefore, without distinguishing the first and second, it can be understood that the terminals 1001 corresponding to the virtual characters in the same game scene are served by the same server 1002.

[0071] In addition, when the game system 1000 includes multiple terminals, multiple servers, and multiple networks, different terminals can be connected to each other through different networks and through different servers. The network can be a wireless network or a wired network, such as a wireless local area network (WLAN), a local area network (LAN), a cellular network, a 2G network, a 3G network, a 4G network, a 5G network, etc. In addition, different terminals can also use their own Bluetooth networks or hotspot networks to connect to other terminals or servers, etc. In addition, the system 100 can include multiple databases, and the multiple databases are coupled to different servers, and information related to the game can be continuously stored in the databases when different users are online for multi-user games.

[0072] It should be noted that the same virtual game is running on the plurality of terminal devices in the embodiments of the present application, and therefore, the data interaction between the plurality of terminal devices can be implemented through the server of the virtual game. Therefore, the terminal device 1 sending data to the terminal device 2 can be understood as the terminal device 1 sending data to the server of the virtual game, and the server sending the data to the terminal device 2. The terminal device 1 receiving the data sent by the terminal device 2 can be understood as the terminal device 1 receiving the data sent by the server of the virtual game, and the data is the data sent by the terminal device 2 to the server. Alternatively, there can be no game server, and the terminal device 1 directly sends game data to the terminal device 2.

[0073] It should be noted that, Figure 1 The game system schematic diagram shown is only an example, and the game system 1000 described in the embodiments of the present application is used to more clearly illustrate the technical solutions of the embodiments of the present application, and does not constitute a limitation on the technical solutions provided by the embodiments of the present application. Those skilled in the art can know that, with the evolution of the game system and the appearance of new business scenarios, the technical solutions provided by the embodiments of the present application are also applicable to similar technical problems.

[0074] It should be noted that the trigger operation appearing in the subsequent detailed introduction of the replacement method of the dynamic map provided by the embodiments of the present application can be regarded as a trigger operation realized by a player through a finger or a medium such as a control mouse, a keyboard or a stylus. The specific medium used can be determined according to the type of computer device. For example, when the computer device is a touch screen type device such as a mobile phone, a tablet computer or a game console, the player can operate the touch screen through a finger, a stylus or any suitable object or accessory. When the terminal device is a non-touch screen type terminal device such as a desktop computer or a notebook computer, the player can operate through an external device such as a mouse or a keyboard.

[0075] The technical solutions of the present application will be described in detail through specific embodiments. It should be noted that the following specific embodiments can be combined with each other, and the same or similar concepts or processes can not be described in detail in some embodiments.

[0076] In the embodiments of the present application, a graphical user interface is provided through a terminal device, and the graphical user interface includes at least part of a virtual scene and at least one virtual character.

[0077] The virtual scene can be a game scene, which can be understood as a simulation environment of the real world in the game, can also be a virtual environment of semi-simulation and semi-fiction, and can also be a purely fictional virtual environment. The game scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene and a three-dimensional virtual scene. The virtual scene usually can include a plurality of scene elements, which are elements required to constitute the virtual scene. For example, at least one of the following can be included but is not limited to: a virtual character element, a virtual item element, a virtual building element, a virtual terrain element, a virtual vegetation element, and the like. The virtual terrain element can include but is not limited to natural landscape elements such as land, ocean, lake, river, etc. The virtual scene is a scene in which a player controls a virtual character to complete game logic.

[0078] It can be understood that the virtual character is a game character controlled by the player in the game, that is, the player operates the virtual character to perform various game activities in the game scene, such as picking up props, fighting, exploring or deciphering activities. The virtual character can represent the image of the player, and each virtual character can be a three-dimensional virtual model or a two-dimensional virtual model, which is not specifically limited in the embodiment. The virtual character includes but is not limited to at least one of a virtual person, a virtual animal and a virtual machine.

[0079] The following is an explanation of the terms involved in the present application:

[0080] Spine: a software specially used for 2D animation production, especially suitable for game development.

[0081] Skeleton animation, also known as skeleton animation, is a computer animation technology that divides a three-dimensional model into two parts: a skin for rendering the model, and a skeleton composed of interconnected "bones" for controlling motion. Different from traditional frame-by-frame animation, skeleton animation uses a built skeleton to apply to one or more pictures, changes the orientation and position of the skeleton to make it move, which saves a lot of time and effort compared to drawing one picture after another, and makes the skeleton animation more dynamic.

[0082] Skeleton, the basic component of skeleton animation, forms a tree structure, each skeleton has a parent-child relationship, and the root skeleton is usually located at the center of gravity of the model. Skeleton is the driving core of animation, which controls the deformation of the model through hierarchical transformation and skin weight.

[0083] Slot, a logical unit on the skeleton, is a container for pictures, used to bind accessories such as pictures, meshes or particle effects, and can be regarded as a bridge between skeleton and pictures.

[0084] Attachment: In skeletal animation, Attachment refers to the visual elements associated with the skeletal (skeleton) structure. It can be an image, a shape, or other visual components used to represent a part of a character or object, such as the head, hands, weapons, etc.

[0085] Path: The location where the Attachment resource is stored.

[0086] Region Attachment: A data structure that describes the specific position, rotation, scaling, and other transformation parameters of the Attachment on the skeletal slot. Its core function is to ensure that the Attachment can be accurately attached to the skeletal model and maintain visual consistency when replaced or updated.

[0087] spAtlasPage: A large blank texture generated by the spAtlas tool, which essentially combines multiple Attachment resources into a single high-resolution texture (such as 2048x2048 pixels) to reduce the number of rendering calls and optimize performance. Each spAtlasPage can be considered as a physical partition of the atlas file, and internally stores individual Attachments by dividing rectangular regions, such as grouping the Attachments of different parts of a character's clothing and cloak into the same page to avoid memory fragmentation caused by scattered loading.

[0088] spAtlasRegion: A specific range within the spAtlasPage used to locate individual Attachments, represented by the spAtlasRegion structure, which includes the UV coordinates (such as U1, V1 to U2, V2) of the Attachment, its size (width, height), and rotation information.

[0089] Sprite Attachment: Also known as Sprite, it is a widely used technique in computer graphics, especially in game development and web design, which integrates multiple small images (called "Sprites") into a large image to achieve efficient resource management and dynamic rendering. Its core function is to reduce the number of image loads, optimize performance, and support complex animations and visual effects.

[0090] Vertex Shader: A programmable stage in the graphics rendering pipeline responsible for processing the data of three-dimensional model vertices, its core function is to transform and calculate the position, normal, texture coordinates, and other attributes of each vertex.

[0091] Temporary Variable: A temporary memory space allocated during program execution to store intermediate data, its core function is to temporarily retain key parameters (such as position, rotation, scaling) of the original Attachment, ensuring that the new Attachment can seamlessly inherit the original visual performance when replaced.

[0092] Coordinate value refers to UV coordinates, which are a pair of two-dimensional coordinates usually represented by the letters U and V. In texture mapping, U typically represents the horizontal coordinate, while V represents the vertical coordinate. UV coordinates are usually in the range of 0 to 1, where (0, 0) represents the lower-left corner of the texture, and (1, 1) represents the upper-right corner.

[0093] Offset refers to the local coordinate transformation of a bone relative to its parent bone, including position, rotation, and scale.

[0094] Offset update is a crucial step to ensure that child bones correctly inherit the transformation of parent bones, achieving smooth deformation in animations by adjusting the local coordinate transformation of bones.

[0095] Rendering is the process of applying the transformation data of bones to model vertices or accessories (such as pictures, meshes), and finally generating visual effects on the screen. It is the final output link of skeletal animation technology, ensuring that the visual performance of animations is correct, smooth, and efficient.

[0096] Game engine refers to some already written and editable computer game systems or core components of some interactive real-time image applications. These systems provide game designers with various tools needed to write games, aiming to allow game designers to easily and quickly create game programs without starting from scratch. Most support multiple operating platforms. Game engines include the following systems: rendering engine (i.e., "renderer", including two-dimensional image engine and three-dimensional image engine), physics engine, collision detection system, sound effects, script engine, computer animation, artificial intelligence, network engine, and scene management.

[0097] .atlas: The file is a file format generated by the Spine animation making software.

[0098] spSkeleton_findSlot is a function in the Spine animation tool, used to locate a specific slot in the skeleton structure by slot name.

[0099] spSlot_getAttachment is a function in the Spine animation tool, used to extract the currently bound attachment object from the specified slot.

[0100] spSkeleton_setAttachment: is a function in the Spine animation tool, used to bind a new attachment to the specified slot by slot name or index.

[0101] spRegionAttachment_setUVs: A function in the Spine animation tool that sets the UV coordinates, specifically used to manage the display of sprites or region attachments in texture atlases.

[0102] spRegionAttachment_updateOffset: A function in the Spine animation tool that updates the offset and coordinates of the four corners of a region attachment.

[0103] Please refer to Figure 2 , Figure 2 The flowchart of the dynamic map replacement method provided by the embodiments of the present application. It should be noted that the steps shown can be executed in a different logical order than that shown in the method flowchart. The method provides a graphical user interface through a terminal device, and the graphical user interface includes at least part of a virtual scene and at least one virtual character.

[0104] The dynamic map replacement method of the embodiments of the present application is used to change the clothes of a target object. A graphical user interface is provided through a terminal device, and the graphical user interface includes at least part of a virtual scene and at least one target object. The target object includes a skeleton, and the skeleton is provided with a plurality of slots.

[0105] In some embodiments, the target object is usually a virtual character, and can also be a plug-in of a virtual character. For example, the target object can be a virtual character, and the dressing operation is to change the appearance of the clothes, accessories, hairstyle, etc. of the virtual character. The target object can also be a weapon or other equipment of a virtual character, and the dressing operation is to change the appearance of the accessories, decorations, painting, etc. of the weapon.

[0106] The dynamic map replacement method can include steps 110 to 160, wherein:

[0107] Step 110: In response to a map replacement instruction, determining a target slot in the target object that needs to replace the map and a new map path.

[0108] In the embodiments of the present application, taking the weapon of a virtual character as an example, the virtual character and its weapon can be made by a skeletal animation making software and then generated in a game engine. The specific skeletal action making software and game engine can be selected according to actual needs, as long as the generated virtual character includes a plurality of skeletons and can display pictures through slots.

[0109] The map replacement instruction is an instruction for changing the dress of the virtual character, which is usually initiated by the player, for example, in response to an upgrade operation of a target slot selected by the player from a plurality of slots of a target object, or in response to a change appearance operation for a target slot in the target object input through a custom interface, the map replacement instruction is triggered.

[0110] The map replacement instruction can be set in advance, specifically, it can be set as a predetermined operation, and the client (specifically, an application corresponding to the virtual character in the client) can detect the operation of the user, and if the operation of the user is consistent with the predetermined operation, it is determined that the corresponding map replacement instruction is received. In actual application, the application of the virtual character can set a corresponding button, and when the user clicks a certain button, it is determined that the map replacement instruction is received; or it can be set in a specific interface (for example, in a virtual character configuration interface), and when the dress of the virtual character is clicked or selected, it is determined that the corresponding map replacement instruction is received. The dress of the virtual character is the map displayed by the virtual character through the slot.

[0111] In some embodiments, taking the map replacement of the weapon (target object) of the virtual character as an example, the weapon of the virtual character includes a plurality of plug-ins, each plug-in corresponds to a slot on the skeleton, and when the plug-in on the weapon is replaced, the map in the target slot will change, for example, as shown in Figure 3 Figure 3 The application scenario of the dynamic map replacement method provided by the embodiments of the present application is shown in the figure. When the player needs to replace the plug-in on the weapon (such as the butt plug-in), the player enters the operation interface 10, at this time, the weapon body 11 in the figure can be regarded as a skeleton, and the display area 12 of the accessory on the weapon body 11 can be regarded as a slot. The plug-in button 13 to be replaced can be clicked to enter the replacement menu, and the new butt plug-in required can be selected, and the map replacement instruction can be issued.

[0112] Please refer to Figure 4 In some embodiments, steps 010 and 020 can be completed in advance before step 110, specifically:

[0113] Step 010: In response to the map replacement instruction, all maps of the target object are obtained.

[0114] Step 020: All maps of the target object are merged to form a sprite map.

[0115] In this way, by merging a plurality of maps into a single sprite map, the switching overhead of the texture atlas page is reduced, which is beneficial to improving the animation rendering efficiency in a resource-limited scene.

[0116] ​In the embodiments of the present application, when the map replacement instruction is received, all maps of all slots of the target object are first merged into a sprite map, which can reduce the rendering call and improve the rendering performance. In addition, by using the sprite map, the image resources can be flexibly managed and replaced, so that the appearance of the virtual character can be changed in real time, and the playability and visual effect of the game are improved. As shown in Figure 5 Figure 5 The schematic diagram of the sprite map of the dynamic map replacement method provided by the embodiments of the present application. Figure 5 In the embodiments, all maps available to the virtual character operated by the player are merged in the sprite map 20.

[0117] In some embodiments, the map replacement instruction can also be triggered when the player clicks the plug-in button that needs to be replaced and enters the replacement menu, and all maps of all slots of the target object are merged into a sprite map in response to the map replacement instruction.

[0118] In some embodiments, when the map replacement instruction is received, only all maps available in the target slot can be merged into a sprite map.

[0119] In some embodiments, when the dynamic map replacement is implemented, the system needs to accurately position the target slot to ensure the correctness of the replacement operation. Therefore, please refer to Figure 6 When the target slot whose map needs to be replaced is determined, the validity of the target slot can also be checked through steps 111 to 114, specifically as follows:

[0120] Step 111, according to the map replacement instruction, the slot name of the target slot is obtained.

[0121] For example, in some embodiments, when the user selects to replace the buttstock plug-in of the weapon of the virtual character, the system obtains the slot name (such as “buttstock_slot”) of the target slot by analyzing the map replacement instruction.

[0122] Step 112, the index position of the target slot is found through the slot name.

[0123] In some embodiments, after the slot name is determined, the system can find the corresponding index position in the skeleton data structure through the slot name. This process depends on a mapping table of the slot name and the index, which is generated and cached when the target object is loaded.

[0124] Step 113, check whether the target slot has a valid region attachment.

[0125] ​In some embodiments, the target slot can be verified for existence first, i.e. confirming whether the target slot is bound with a region accessory. For example, in response to obtaining the slot name of the target slot, the system needs to detect whether the slot of the buttstock plug-in "buttstock_slot" contains UV coordinates, rotation angles and other parameters describing the position of the map. If the slot is not bound with any region accessory (such as an old model or a custom model that is not properly configured), the system will determine that it is "invalid".

[0126] In some embodiments, after the existence verification, the target slot can also be verified for validity, i.e. further checking whether the data is complete and resolvable on the premise that the region accessory exists. For example, the UV coordinates in the region accessory can be invalid due to format errors (such as exceeding the range of 0-1) or version incompatibility (such as binary data generated by an old engine that cannot be read by a new system).

[0127] In some embodiments, even if the region accessory data is complete, it still needs to be verified whether it is suitable for the current scene. For example, when the player replaces the high-resolution map for the character, the scaling ratio in the original region accessory can be invalid due to the change in the size of the map, and the system needs to recalculate the scaling factor to ensure that the map will not be stretched or compressed.

[0128] Step 114, when it is determined that the target slot does not exist a valid region accessory, triggering an error handling process and returning a failure identifier.

[0129] In this way, by establishing a mapping mechanism of slot name to index and integrating validity checking, the program crash caused by the absence of the slot is avoided, which is conducive to improving the stability of the dynamic map replacement system.

[0130] In some embodiments, if it is detected that the target slot does not exist a valid region accessory, the system will trigger an error handling process, for example, a prompt box is popped up in the interface to inform the user that "the target slot acquisition fails", and a failure identifier is returned to terminate the current operation. This mechanism effectively avoids the problems of map misplacement or program crash caused by incorrect slot positioning.

[0131] In some embodiments, the map replacement instruction usually includes the name of the target slot that needs to replace the map and the new map path of the new map that needs to replace the slot, and in some embodiments, it can also include the name of the new map. According to the name of the slot, the path of all maps in the slot is obtained, and the name of the new map is obtained.

[0132] In some embodiments, please refer to Figure 7 In order to ensure that the resources are correctly loaded, the new map path needs to be verified for validity through steps 115 to 117, which are as follows:

[0133] Step 115, in response to the map replacement instruction, obtain the new map path.

[0134] Step 116, check whether the new map path is valid.

[0135] For example, in response to obtaining the new map path, the system first checks whether the new map path format is in line with the specification (such as whether it ends with “.png” or “.jpg”), and then verifies whether the new map path exists an accessible map file through the file system or resource manager.

[0136] Step 117, when the new map path is invalid, trigger the error handling process and return the failure identifier.

[0137] In this way, by detecting the validity of the new map path, the resource loading failure caused by the error of the new map path is avoided, and the fault tolerance of the dynamic map replacement method is improved.

[0138] In the embodiments of the present application, if the new map path is invalid (such as the file is deleted or the format is not supported), the system will trigger the error handling process, for example, display the prompt “map loading failed, please check the file” in the interface, and return the failure identifier. This verification mechanism ensures the stability of the replacement process and avoids interface freezing or crash caused by resource loss.

[0139] Please refer to Figure 2 Step 120, obtain the original map on the target slot and the area attachment of the original map.

[0140] In the embodiments of the present application, the system extracts the original map and its associated area attachment from the target slot. The area attachment contains the original coordinates, rotation angle and scaling ratio of the map on the skeleton, thereby providing accurate parameter reference for the replacement of the new map, and ensuring that the visual performance of the replaced part is consistent with the original state.

[0141] Specifically, in the embodiments of the present application, the corresponding texture atlas page (spAtlasPage) can be created by the texture atlas management tool (spAtlas) according to the content in the.atlas configuration file. Each texture atlas page (spAtlasPage) actually corresponds to a map resource.

[0142] For example, when the player replaces the buttstock plug-in, the system extracts the original map resource and its associated area attachment from the “buttstock_slot” slot. The area attachment contains parameters such as UV coordinates (such as U:0.2, V:0.1), rotation angle (10 degrees clockwise), and scaling ratio (1.0 times).

[0143] Please refer to Figure 8In some embodiments, after obtaining the region attachment of the original texture, step 121 can be further performed, specifically as follows:

[0144] Step 121 stores the region attachment in a temporary variable.

[0145] In this way, by storing the region attachment of the original texture in a temporary variable, the key rendering parameters of the texture are preserved, which is conducive to realizing dynamic texture replacement without feeling.

[0146] In the Spine animation system, when a certain region attachment needs to be dynamically operated, the reference of the target attachment is usually first obtained through spSkeleton_findSlot and spSlot_getAttachment, and stored in a temporary variable for subsequent operation. For example, in a character dressing system, when the player triggers the "change weapon" operation, the program first temporarily stores the region attachment pointer corresponding to the current weapon in a temporary variable, then replaces it with a new attachment through spSkeleton_setAttachment, and finally restores the original state by directly reading the original attachment reference from the temporary variable and rebinding it.

[0147] In some embodiments, if the new texture fails to load, the system can roll back to the default state by storing the original texture data in a temporary variable, avoiding interface lag or model abnormalities.

[0148] Referring to Figure 2 , step 130 creates a texture atlas page according to the original texture and determines the texture atlas region.

[0149] In the embodiments of the present application, creating a texture atlas page according to the original texture and determining the texture atlas region is a key step for resource optimization and dynamic adaptation, and the core purpose is to realize efficient rendering and fast switching by merging texture resources and allocating precise texture coordinates.

[0150] Optionally, as shown in Figure 9 , step 130 can be implemented through step 131 and step 132, specifically as follows:

[0151] Step 131 sets the texture atlas page based on the size of the original texture.

[0152] In the embodiments of the present application, a texture atlas page needs to be dynamically created according to the size parameters (such as width and height) of the original texture, and the atlas page is usually a large blank texture (such as 2048x2048 pixels).

[0153] For example, when the player changes the stock plug-in, the engine parses the resolution information of 2048x2048 from the texture file, and generates an atlas page container of corresponding size according to the resolution information, so as to ensure that the storage layout of the new texture in the GPU is completely consistent with the original design.

[0154] The core purpose of setting the texture atlas page based on the size of the original map is to maintain the coherence of the rendering state. When dynamically replacing the map resource, the attachment system of the Spine engine relies on the physical size of the atlas page definition to calculate the UV coordinate mapping relationship. If the width and height of the new atlas page do not match the original map, it will cause distortion of the texture sampling offset in the vertex shader.

[0155] Step 132, according to the width and height parameters of the original map, allocate texture coordinate values for the texture atlas region.

[0156] In this way, by dynamically setting the atlas page parameters based on the original size of the new map, display distortion caused by texture stretching or compression is avoided, which is beneficial to maintaining the visual fidelity of animation rendering.

[0157] Specifically, in the embodiments of the present application, the original map needs to be embedded in the specified region of the texture atlas page, and its position range is defined by UV coordinates (U1, V1, U2, V2). For example, when replacing the butt map, the system allocates a 1024x512 pixel region in the atlas page based on the 1024x512 pixel size of the original map, and records the top-left corner UV coordinates as (0.0, 0.0) and the bottom-right corner as (0.5, 0.25), ensuring that the new map can be accurately mapped to this region.

[0158] Please refer to Figure 2 , step 140, load the new map in the texture atlas region according to the new map path.

[0159] In the embodiments of the present application, the essence of step 140 is to map the new map to the specified region of the pre-created texture atlas by analyzing the file path of the new map, and adjust the display effect on the texture atlas page in combination with the region attachment parameters of the original map. For example, when the player selects a new map, the system can copy the pixel data of the new map to the region after determining the texture atlas region. And update the texture coordinate (UV) range to adapt to the texture atlas region. For example, if the UV coordinates of the texture atlas region on the texture atlas page are (0.0, 0.0) to (0.5, 0.25), the new map will inherit the same UV range after loading, to ensure that its display position on the model is exactly the same as the original map.

[0160] Please refer to Figure 2 , step 150, replace the original map with the new map, and update the new map according to the region attachment.

[0161] In the embodiments of the present application, step 150 is a key step for visual performance landing. By resource path replacement and parameter dynamic adjustment, it is ensured that the display effect of the new map on the model is completely consistent with the original state. If only the map path is replaced without adjusting the parameters, the new map may cause visual abnormalities due to size differences, rotation misplacement or anchor point offset, for example, the weapon map floats above the character's hand without following the bone rotation, or the high-resolution map covers the wrong area due to not being scaled. Through parameter updating, the system can accurately control the display effect of the new map, so that it seamlessly integrates into the original animation process.

[0162] In some embodiments, as shown in step 151, after step 150 is completed, step 151 can be continued to further update the matching new map, specifically: Figure 10

[0163] Step 151: Obtain coordinate parameters and rotation angles according to the region attachment, and trigger offset update operation to refresh the display state of the new map.

[0164] In this way, by reusing the coordinate and rotation parameters of the original map to trigger offset update, accurate matching of the new map and the action of the target object is achieved.

[0165] Specifically, in response to the completion of the new map loading in the texture atlas region, the system first modifies the map resource path of the target slot from the original path (such as "textures / armor / heavy_chest.png") to the new map path (such as "textures / armor / light_chest.png"), completing resource replacement; then, according to the UV coordinates, rotation angles, scaling ratios and other parameters recorded in the region attachment of the original map, the new map is dynamically adjusted, for example, the UV range of the new map is set to (0.2, 0.1) to (0.5, 0.3) of the original map, and a clockwise rotation compensation of 10 degrees is applied, to ensure that its position and inclination angle on the model are completely matched with the original map.

[0166] In the embodiments of the present application, the system updates the state of the new map by spRegionAttachment_setUVs and spRegionAttachment_updateOffset.

[0167] In some embodiments, if the new map causes display abnormalities (such as stretching) due to resolution differences, the system automatically adjusts the scaling factor (such as from 1.0 times to 0.8 times) by comparing the size ratio of the original map and the new map, to maintain visual coordination.

[0168] Please refer to Figure 2 , step 160, the updated new map is bound to the target slot, and the target object after refitting is displayed in the graphical user interface.​

[0169] In this embodiment of the application, step 160 is a key step in the visual effect presentation and user interaction closed loop, that is, by associating the adjusted new texture with the target slot and updating the graphical interface in real time, the user can intuitively see the dressing result.

[0170] Specifically, after the path replacement and parameter adjustment of the new texture are completed, the system needs to bind the processed texture resources (such as texture ID, UV coordinates, rotation matrix) to the bone or model node of the target slot. For example, the updated gunstock texture is bound to the "buttstock_slot" slot to ensure that it is dynamically displayed as the character's bones move. At the same time, the model display is refreshed in real time to present the bound texture effect to the user.

[0171] In some embodiments, the graphical user interface displays the target object after the equipment change in real time. The changed part (target slot) displays the new texture (updated new map), while the non-changed parts (slots other than the target slot) retain their original textures. This allows for the unlimited expansion of the weapon / plugin library without affecting the character's basic animations.

[0172] For example, such as Figure 11 As shown, Figure 11 This is a scene diagram before and after the replacement of the dynamic texture provided in the embodiments of this application. Taking the replacement of the gun barrel plug-in as an example, the figure shows the scene before and after the replacement of the gun barrel. The dotted box is the gun barrel plug-in 30. It can be seen from the figure that before and after the replacement of the gun barrel plug-in, only the texture of the gun barrel plug-in changes, and the other parts of the character and its weapon remain unchanged.

[0173] All of the above technical solutions can be combined in any way to form optional embodiments of this application, and will not be described in detail here.

[0174] The dynamic texture replacement method proposed in this application sets multiple slots on the skeleton and separates the texture from the skeleton. The target object is dressed up by replacing the texture in the target slot. It does not require saving the texture and its corresponding skeleton in the game package as a composite image. This helps to reduce texture redundancy, reduce the size of the game package, improve maintenance efficiency and running performance, and improve the user's download and installation experience.

[0175] To better illustrate the dynamic texture replacement method provided in the embodiments of this application, please refer to... Figure 12 The process of the dynamic texture replacement method provided in this application embodiment can be summarized as follows:

[0176] Step 301: In response to the texture replacement command, obtain all textures of the target object.

[0177] Step 302, all maps of the target object are merged to form a sprite map.

[0178] Step 303, a target slot in the target object that needs to be replaced with a new map is determined, and a new map path is determined.

[0179] Step 304, it is checked whether there is a valid region accessory in the target slot, if yes, step 305 is executed, if not, an error processing procedure is triggered and a failure identifier is returned.

[0180] Step 305, it is checked whether the new map path is valid, if yes, step 306 is executed, if not, an error processing procedure is triggered and a failure identifier is returned.

[0181] Step 306, the original map on the target slot and the region accessory of the original map are obtained.

[0182] Step 307, the region accessory is stored in a temporary variable.

[0183] Step 308, a texture atlas page is set based on the size of the original map.

[0184] Step 309, texture coordinate values are assigned to the texture atlas region according to the width and height parameters of the original map.

[0185] Step 310, a new map is loaded in the texture atlas region according to the new map path.

[0186] Step 311, the original map is replaced with the new map, and the new map is updated according to the region accessory.

[0187] Step 312, coordinate parameters and a rotation angle are obtained according to the region accessory, and an offset update operation is triggered to refresh the display state of the new map.

[0188] Step 313, the updated new map is bound to the target slot, and the target object after the replacement is displayed in the graphical user interface.

[0189] The specific implementation of each step in the embodiments of the present application corresponds to the implementation content of each flowchart described above. For the sake of brevity, it will not be repeated here.

[0190] In order to better implement the dynamic map replacement method in the embodiments of the present application, the embodiments of the present application also provide a dynamic map replacement device 2000. Please refer to Figure 10 , Figure 10This is a schematic diagram of the structure of a dynamic texture changing device 2000 provided in an embodiment of this application. The dynamic texture changing device 2000 can provide a graphical user interface through a terminal device. The graphical user interface includes at least a portion of a virtual scene and at least one virtual character. The dynamic texture changing device 2000 may include:

[0191] Determining unit 2001 is used to determine the target slot for the texture to be replaced and the path of the new texture in response to the texture replacement command;

[0192] Acquisition unit 2002 is used to acquire the original texture on the target slot and the area attachment of the original texture;

[0193] Creation unit 2003 is used to create a texture atlas page based on the original texture and determine the texture atlas area;

[0194] Loading unit 2004 is used to load a new texture in the texture atlas area according to the new texture path;

[0195] Replacement unit 2005 is used to replace the original texture with the new texture, and update the new texture according to the area attachment;

[0196] Display unit 2006 is used to bind the updated new texture to the target slot and display the re-updated target object in the graphical user interface.

[0197] In some embodiments, the determining unit 2001 is further configured to, in response to a texture replacement instruction, acquire all textures of the target object and merge all textures of the target object to form a sprite texture.

[0198] In some embodiments, the determining unit 2001 is further configured to obtain the slot name of the target slot according to the texture replacement instruction; find the index position of the target slot by the slot name; check whether there is a valid area attachment for the target slot; and when it is determined that there is no valid area attachment for the target slot, trigger an error handling process and return a failure flag.

[0199] In some embodiments, the determining unit 2001 is further configured to, in response to a texture replacement instruction, obtain a new texture path, check whether the new texture path is valid, and trigger an error handling process and return a failure flag when the new texture path is invalid.

[0200] In some embodiments, the acquisition unit 2002 is further configured to store the region attachment in a temporary variable.

[0201] In some embodiments, the creation unit 2003 is further configured to set a texture atlas page based on the size of the original texture, and to assign texture coordinate values ​​to the texture atlas region according to the width and height parameters of the original texture.

[0202] In some embodiments, the replacement unit 2005 is further configured to acquire the coordinate parameter and the rotation angle according to the region attachment, and trigger an offset updating operation to refresh the display state of the new map.

[0203] The various units in the dynamic map replacement device 2000 described above can be implemented in whole or in part by software, hardware, and combinations thereof. The various units described above can be embedded in or independent of the processor in the computer device in hardware form, or stored in the memory in the computer device in software form, so as to be called and executed by the processor to perform the operations corresponding to the various units.

[0204] The dynamic map replacement device 2000 can be integrated in a terminal or a server with a storage and a processor installed to have computing capability, or the dynamic map replacement device 2000 is the terminal or the server.

[0205] Optionally, referring to Figure 13 The present application also provides a computer device 3000, which includes a memory 3001 and a processor 3002, and the memory stores a computer program, and the processor implements the steps in the above method embodiments when executing the computer program.

[0206] Figure 13 The present application provides a computer device, which can be a terminal or a server. As shown in the Figure 13 The computer device 3000 includes a processor 3001 with one or more processing cores, a memory 3002 with one or more computer readable storage media, and a computer program stored in the memory 3002 and executable on the processor. The processor 3001 is electrically connected to the memory 3002. Those skilled in the art can understand that the computer device structure shown in the figure does not constitute a limitation on the computer device, and can include more or fewer components than shown in the figure, or combine certain components, or different component arrangements.

[0207] The processor 3001 is the control center of the computer device 3000, which connects various parts of the computer device 3000 through various interfaces and lines, executes the software programs and / or modules stored in the memory 3002, and calls the data stored in the memory 3002, to perform various functions and process data of the computer device 3000, thereby overall processing the computer device 3000.

[0208] In the embodiments of the present application, the processor 3001 in the computer device 3000 loads the instructions corresponding to the processes of one or more computer programs into the memory 3002 and runs the computer programs stored in the memory 3002 by the processor 3001 to implement various functions according to the following steps:

[0209] In response to the map replacement instruction, a target slot in the target object that needs to replace the map and a new map path are determined;

[0210] The original map on the target slot and the region accessory of the original map are obtained;

[0211] A texture atlas page is created according to the original map, and a texture atlas region is determined;

[0212] The new map is loaded in the texture atlas region according to the new map path;

[0213] The original map is replaced by the new map, and the new map is updated according to the region accessory;

[0214] The updated new map is bound to the target slot, and the target object after the replacement is displayed in the graphical user interface.

[0215] The specific implementation of each operation can be referred to the foregoing embodiments, which will not be described here.

[0216] Optionally, as shown in Figure 14 The computer device 3000 further includes a display screen 3003, a radio frequency circuit 3004, an audio circuit 3005, an input unit 3006, and a power supply 3007. The processor 3001 is electrically connected with the display screen 3003, the radio frequency circuit 3004, the audio circuit 3005, the input unit 3006, and the power supply 3007, respectively. Those skilled in the art can understand that the computer device structure shown in Figure 14 The computer device structure shown in the embodiments of the present application does not constitute a limitation on the computer device, and can include more or fewer components than the diagram, or combine certain components, or different component arrangements.

[0217] The display screen 3003 can be used to display a graphical user interface and receive operation instructions generated by user acting on the graphical user interface. The display screen 3003 can include a display panel and a touch panel. The display panel can be used to display information input by the user or provided to the user and various graphical user interfaces of the computer device, which can be composed of graphics, text, icons, videos and any combination thereof. The touch panel can be used to collect touch operations of the user thereon or adjacent thereto (such as operations of the user using a finger, a stylus or any suitable object or accessory on or adjacent to the touch panel) and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel can include two parts of a touch detection device and a touch controller. The touch detection device detects the touch position of the user and detects signals caused by the touch operation and transmits the signals to the touch controller; the touch controller receives the touch information from the touch detection device and converts it into touch coordinates and sends it to the processor 3001, and can also receive commands from the processor 3001 and execute them. The touch panel can cover the display panel, and when the touch panel detects a touch operation thereon or adjacent thereto, it transmits to the processor 3001 to determine the type of the touch event, and then the processor 3001 provides corresponding visual output on the display panel according to the type of the touch event. In the embodiments of the present application, the touch panel and the display panel can be integrated into the display screen 3003 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can realize the input and output functions as two independent components. That is, the display screen 3003 can also realize the input function as part of the input unit 3006.

[0218] The radio frequency circuit 3004 can be used to transceive radio frequency signals to establish wireless communication with network devices or other computer devices, and transceive signals between network devices or other computer devices.

[0219] The audio circuit 3005 can be used to provide an audio interface between the user and the computer device through the speaker and the microphone. The audio circuit 3005 can convert the received audio data into an electrical signal and transmit it to the speaker, which converts it into a sound signal output. On the other hand, the microphone collects the sound signal and converts it into an electrical signal, which is received by the audio circuit 3005 and converted into audio data. After the audio data is output to the processor 3001 for processing, it is transmitted to another computer device through the radio frequency circuit 3004, or the audio data is output to the memory 3002 for further processing. The audio circuit 3005 can also include an earphone jack to provide communication between an external earphone and the computer device.

[0220] The input unit 3006 can be configured to receive inputted digital, character information or object feature information (e.g., fingerprint, iris, face information, etc.), and generate keyboard, mouse, joystick, optical or trackball signal input related to user settings and function control.

[0221] The power supply 3007 is configured to supply power to various components of the computer device 3000. Optionally, the power supply 3007 can be logically connected to the processor 3001 through a power management system, so as to realize functions such as management of charging, discharging and power consumption management through the power management system. The power supply 3007 can also include one or more than one direct current or alternating current power supply, a recharging system, a power supply fault detection circuit, a power supply converter or inverter, a power supply state indicator and any other components.

[0222] Although Figure 14 The computer device 3000 can also include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which are not shown in the figure, and will not be described herein.

[0223] The present application also provides a computer readable storage medium for storing a computer program. The computer readable storage medium can be applied to a computer device, and the computer program causes the computer device to execute the corresponding procedures in the method for replacing a dynamic skin in the embodiments of the present application. For brevity, details will not be described herein.

[0224] The present application also provides a computer program product, which includes computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the computer device executes the corresponding procedures in the method for replacing a dynamic skin in the embodiments of the present application. For brevity, details will not be described herein.

[0225] The present application also provides a computer program, which includes computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the computer device executes the corresponding procedures in the method for replacing a dynamic skin in the embodiments of the present application. For brevity, details will not be described herein.

[0226] It should be understood that the processor of the present application can be an integrated circuit chip with a processing capability of signals. In the implementation process, each step of the method embodiments described above can be completed by the integrated logic circuit of the hardware in the processor or the instructions in the form of software. The processor described above can be a general processor, a digital signal processor (DSP), an application specific integrated circuit (ASIC), a field programmable gate array (FPGA) or other programmable logic devices, discrete gates or transistor logic devices, discrete hardware components. The disclosed methods, steps and logic block diagrams in the embodiments of the present application can be implemented or executed. The general processor can be a microprocessor or the processor can also be any conventional processor. The steps of the method disclosed in conjunction with the embodiments of the present application can be directly embodied as a hardware decoding processor for execution, or can be executed by a combination of hardware and software modules in the decoding processor. The software module can be located in a random access memory, a flash memory, a read-only memory, a programmable read-only memory or an electrically erasable programmable memory, a register or other mature storage medium in the art. The storage medium is located in the memory, and the processor reads the information in the memory, and combines the hardware to complete the steps of the above method.

[0227] It can be appreciated that the memory in the embodiments of the present application can be a volatile memory or a nonvolatile memory, or can include both volatile and nonvolatile memory. Among them, the nonvolatile memory can be a Read-Only Memory (ROM), a Programmable ROM (PROM), an Erasable PROM (EPROM), an Electrically EPROM (EEPROM), or a flash memory. The volatile memory can be a Random Access Memory (RAM) used as an external cache. By way of example, but not limitation, many forms of RAM can be used, such as Static RAM (SRAM), Dynamic RAM (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDR SDRAM), Enhanced SDRAM (ESDRAM), Synchlink DRAM (SLDRAM), and Direct Rambus RAM (DR RAM). It should be noted that the memory of the system and method described herein is intended to include, but not be limited to, these and any other suitable types of memory.

[0228] Those skilled in the art can appreciate that the units and algorithm steps of the examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether the functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. A person skilled in the art can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of the present application.

[0229] Those skilled in the art can clearly understand that, for the convenience and brevity of the description, the specific working processes of the above-described system, device and unit can refer to the corresponding processes in the foregoing method embodiments, which will not be described here.

[0230] In the embodiments of the present application, the term "module" or "unit" refers to a computer program or a part of a computer program with a predetermined function, and works together with other related parts to achieve a predetermined target, and can be implemented in whole or in part by using software, hardware (such as a processing circuit or a memory) or a combination thereof. Similarly, one processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an integral module or unit that includes the functions of the module or unit.

[0231] In several embodiments provided in the present application, it should be understood that the disclosed system, device and method can be implemented in other ways. For example, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division, and there can be another division manner in actual implementation. For example, a plurality of units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the coupling or direct coupling or communication connection between the units shown or discussed can be indirect coupling or communication connection through some interface, device or unit, and can be electrical, mechanical or other forms.

[0232] The units described as separate components can or can not be physically separated, and the components shown as units can or can not be physical units, i.e. they can be located in one place or distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the embodiment.

[0233] In addition, the functional units in the present application can be integrated in one processing unit, or each unit can be physically present separately, or two or more units can be integrated in one unit.

[0234] If the functions are realized in the form of software function units and sold or used as independent products, they can be stored in a computer readable storage medium. Based on this understanding, the technical solutions of the present application essentially or the parts that make contributions to the prior art or parts of the technical solutions can be embodied in the form of a software product. The computer software product is stored in a storage medium, and includes a plurality of instructions for causing a computer device (which can be a personal computer, a server) to execute all or part of the steps of the methods described in the embodiments of the present application. The foregoing storage medium includes: a U disk, a mobile hard disk, a ROM, a RAM, a magnetic disk or an optical disk and various program code storage media.

[0235] In the description of the present specification, the description of the terms "certain embodiments", "one embodiment", "certain examples", "some embodiments", "illustrative embodiments", "example", "specific example", or "some examples" means that the specific features, structures, materials or characteristics described in connection with the embodiments or examples are included in at least one embodiment or example of the present application. In the present specification, the illustrative description of the above terms does not necessarily mean the same embodiment or example. Also, the specific features, structures, materials or characteristics described can be combined in any one or more embodiments or examples in a suitable manner.

[0236] In addition, the terms "first", "second", are used only for the purpose of description, and cannot be understood as indicating or implying relative importance or implicitly indicating the number of the technical features indicated. Therefore, the features defined with "first", "second" can explicitly or implicitly include at least one of the features. In the description of the present application, the meaning of "a plurality of" is at least two, for example, two, three, unless otherwise explicitly specified.

[0237] The above is only a specific embodiment of the present application, but the protection scope of the present application is not limited thereto, and any person skilled in the art can easily think of changes or replacements within the technical scope disclosed in the present application, which should be covered within the protection scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.

Claims

1. A dynamic decal replacement method for restyling a target object, the method comprising: receiving a target object; receiving a decal; receiving a decal placement; and applying the decal to the target object at the decal placement. The method comprises the following steps: In response to a map replacement instruction, a target slot in the target object that needs to replace a map and a new map path are determined; An original map on the target slot and a region accessory of the original map are obtained; A texture atlas page is created according to the original map, and a texture atlas region is determined; A new map is loaded in the texture atlas region according to the new map path; The original map is replaced by the new map, and the new map is updated according to the region accessory; The updated new map is bound to the target slot, and the target object after replacement is displayed in the graphical user interface.

2. The dynamic decal replacement method of claim 1, wherein, The method for replacing the dynamic map further comprises: In response to a map replacement instruction, all maps of the target object are obtained; All maps of the target object are merged to form a sprite map.

3. The dynamic decal replacement method of claim 1, wherein, The target slot that needs to replace a map is determined, comprising: According to the map replacement instruction, the slot name of the target slot is obtained; The index position of the target slot is found through the slot name; It is checked whether the target slot has a valid region accessory; When it is determined that the target slot does not have a valid region accessory, an error handling process is triggered and a failure identifier is returned.

4. The dynamic decal replacement method of claim 1, wherein, The new map path that needs to replace a map is determined, comprising: In response to a map replacement instruction, the new map path is obtained; It is checked whether the new map path is valid; When the new map path is invalid, an error handling process is triggered and a failure identifier is returned.

5. The method of claim 1, wherein, The original map on the target slot and the region accessory of the original map are obtained, comprising: The region accessory is stored in a temporary variable.

6. The dynamic decal replacement method of claim 1, wherein, The texture atlas page is created according to the original map, and the texture atlas region is determined, comprising: The size of the texture atlas page is set based on the size of the original map; Texture coordinate values are allocated to the texture atlas region according to the width and height parameters of the original map.

7. The dynamic decal replacement method of claim 1, wherein, The new map is updated according to the region accessory, comprising: Coordinate parameters and rotation angles are obtained according to the region accessory, and an offset update operation is triggered to refresh the display state of the new map.

8. A dynamic texture changing device for changing the appearance of a target object, characterized in that, The graphical user interface provided by the terminal device comprises at least part of a virtual scene and at least one target object, the target object comprises a skeleton, and a plurality of slots are arranged on the skeleton, the replacement device comprises: A determination unit is configured to determine a target slot that needs to replace a map and a new map path in response to a map replacement instruction; An obtaining unit is configured to obtain an original map on the target slot and a region accessory of the original map; A creation unit is configured to create a texture atlas page according to the original map and determine a texture atlas region; A loading unit is configured to load a new map in the texture atlas region according to the new map path; A replacement unit is configured to replace the original map with the new map and update the new map according to the region accessory; A display unit is configured to bind the updated new map to the target slot and display the target object after the replacement in the graphical user interface.

9. A computer-readable storage medium, characterized in that, The computer readable storage medium stores a computer program, and the computer program is loaded by a processor to execute the method for replacing a dynamic map according to any one of claims 1-7.

10. A computer device, comprising: The computer device comprises a processor and a memory, and the memory stores a computer program, and the processor is configured to execute the method for replacing a dynamic map according to any one of claims 1-7 by calling the computer program stored in the memory.

11. A computer program product comprising computer instructions, characterized in that, The computer instructions are executed by the processor to implement the method for replacing a dynamic map according to any one of claims 1-7.