Game resource processing method and device, electronic equipment and storage medium
By automatically acquiring and displaying the exported information set through a graphical user interface, and automatically generating game art resource files, the problems of low efficiency and high error rate in traditional methods are solved, achieving efficient and accurate resource export.
Patent Information
- Application Number
- CN202511345770.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-09-18
- Publication Date
- 2025-12-19
Smart Images

Figure CN121166633A_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present application relates to the technical field of computer, in particular to a game resource processing method and device, electronic equipment and storage medium. BACKGROUND
[0002] In the game development process, the export of three-dimensional (3D) art resources is a key link, which directly affects the game development efficiency. The traditional game art resource export method is mainly realized by manually configuring the export parameters by the art developers, for example: the art developers select the model, configure the texture path, bind the skeleton and set the export format by manual method.
[0003] However, with the continuous expansion of the game project scale, a single game project often contains thousands of 3D art resource models, and the 3D art resource models include various resource types, each resource type has its specific export specification and technical requirements, and the traditional manual export of art resources has the problems of low export efficiency and high export error rate. SUMMARY
[0004] Therefore, the purpose of the present application is to provide a game resource processing method and device, electronic equipment and storage medium to overcome at least one of the above-mentioned defects.
[0005] In a first aspect, the embodiments of the present application provide a game resource processing method, comprising: In response to a loading instruction for a game art resource file, at least one export information set corresponding to the game art resource file is obtained from an export configuration file, each export information set comprising a set identifier and export information; The set identifier corresponding to each export information set is provided on a graphical user interface; In response to a selection instruction for a target set identifier, target export information corresponding to the target set identifier is extracted from the at least one export information set, and the target export information is provided in the graphical user interface, the target export information comprising first export information, the first export information comprising a resource selection set and path information; In response to a resource export instruction, an export file is generated based on the resource selection set, and the export file is stored in an export path corresponding to the path information.
[0006] In a second aspect, the embodiments of the present application further provide a game resource processing device, comprising: An information acquisition module, in response to a loading instruction for a game art resource file, at least one export information set corresponding to the game art resource file is obtained from an export configuration file, each export information set comprising a set identifier and export information; The identifier display module provides a set identifier for each exported information set on the graphical user interface; The information display module, in response to a selection instruction for a target set identifier, extracts target export information corresponding to the target set identifier from at least one exported information set, and provides the target export information in a graphical user interface. The target export information includes first export information, which includes a resource selection set and path information. The file export module is used to respond to resource export commands, generate export files based on resource selection sets, and store the export files in the export path corresponding to the path information.
[0007] Thirdly, embodiments of this application also provide an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus. When the machine-readable instructions are executed by the processor, the steps of the game resource processing method described above are performed.
[0008] Fourthly, embodiments of this application also provide a computer-readable storage medium storing a computer program, which, when executed by a processor, performs the steps of the game resource processing method described above.
[0009] The embodiments of this application bring the following beneficial effects: The game resource processing method, apparatus, electronic device, and storage medium provided in this application embodiment can automatically generate export files according to the target export information selected by the user in the graphical user interface, and store the export files in the export path. There is no need to manually configure the export parameters one by one, which reduces the cumbersome operation in the art resource export process and improves the export efficiency. Compared with the existing game resource processing methods, it solves the problems of low export efficiency and high export error rate in traditional art resource export methods.
[0010] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description
[0011] To more clearly illustrate the technical solutions of the embodiments of this application, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of this application and should not be regarded as a limitation of the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.
[0012] Figure 1A flowchart of the game resource processing method provided in an embodiment of this application is shown; Figure 2 A schematic diagram of a set identifier in a graphical user interface provided in an embodiment of this application is shown; Figure 3 This illustration shows a schematic diagram of target export information in a graphical user interface provided in an embodiment of this application; Figure 4 A flowchart illustrating the steps for generating and storing the exported file provided in an embodiment of this application is shown; Figure 5 A schematic diagram of the structure of the game resource processing device provided in the embodiment of this application is shown; Figure 6 A schematic diagram of the structure of the electronic device provided in the embodiments of this application is shown. Detailed Implementation
[0013] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, and not all embodiments. The components of the embodiments of this application described and shown in the accompanying drawings can generally be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of this application provided in the accompanying drawings is not intended to limit the scope of the claimed application, but merely represents selected embodiments of this application. Based on the embodiments of this application, every other embodiment obtained by those skilled in the art without inventive effort falls within the scope of protection of this application.
[0014] It is worth noting that prior to this application, exporting three-dimensional (3D) art assets was a crucial step in game development, directly impacting development efficiency. Traditional methods for exporting game art assets primarily involved art developers manually configuring export parameters. For example, art developers needed to manually select models, configure texture paths, rig skeletons, and set export formats in 3ds Max. However, as game projects have grown in scale, a single project often contains thousands of 3D art asset models. These models encompass various asset types, including controlled virtual characters, non-player characters (NPCs), pet costumes, virtual scenes, and virtual props. Each asset type has its specific export specifications and technical requirements. Traditional manual methods for exporting art assets suffer from low efficiency and high error rates.
[0015] The following explains the terms used in the embodiments of this application.
[0016] Graphical User Interface: It is a human-computer interface display format that allows users to manipulate icons, icons, or menu options on the screen using input devices such as a mouse or keyboard. It also allows users to manipulate icons or menu options on the screen by performing touch operations on the touch screen of a touch terminal in order to select commands, launch programs, or perform other tasks.
[0017] In an optional implementation, the game resource processing method in one embodiment of this disclosure can run on a local terminal device or a server. When the game resource processing method runs on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and client devices.
[0018] In one possible implementation, this invention provides a game resource processing method that provides a graphical user interface through a terminal device, wherein the terminal device may be the aforementioned local terminal device or a client device in the aforementioned cloud interaction system.
[0019] Based on this, this application provides a game resource processing method to improve the export efficiency and accuracy of game art resources.
[0020] Please see Figure 1 , Figure 1 This is a flowchart illustrating a game resource processing method provided in an embodiment of this application. Figure 1 As shown in the embodiments of this application, the game resource processing method includes: Step S101: In response to the loading instruction for the game art resource file, obtain at least one set of export information corresponding to the game art resource file from the export configuration file; Step S102: Provide a set identifier for each exported information set on the graphical user interface; Step S103: In response to the selection instruction for the target set identifier, extract the target export information corresponding to the target set identifier from at least one export information set, and provide the target export information in the graphical user interface; Step S104: In response to the resource export instruction, generate an export file based on the resource selection set and store the export file in the export path corresponding to the path information.
[0021] Each exported information set includes a set identifier and exported information. The target exported information includes first exported information, which includes a resource selection set and path information.
[0022] The game resource processing method provided in this application can automatically generate export files according to the target export information selected by the user in the graphical user interface, and store the export files in the export path. It eliminates the need to manually configure export parameters one by one, reduces the tediousness of the operation in the art resource export process, improves the export efficiency, and solves the problems of low export efficiency and high export error rate in traditional art resource export methods.
[0023] To facilitate understanding of this embodiment, the following description uses the application of the game resource processing method provided in this application embodiment to a game art resource export plugin as an example to illustrate each of the exemplary steps provided in this application embodiment. The game art resource export plugin is installed in the 3ds Max modeling software. When using the 3ds Max modeling software, the game art resource export process can be executed by loading the game art resource export plugin.
[0024] In step S101, in response to the loading instruction for the game art resource file, at least one set of export information corresponding to the game art resource file is obtained from the export configuration file.
[0025] In this step, game art resource files can refer to files in 3D computer graphics software. For example, 3D computer graphics software can refer to visual content creation software, including but not limited to: 3Ds Max, Blender, Maya, and Cinema 4D.
[0026] In this embodiment of the application, game art developers can find and select a game art resource file to be exported in 3ds Max modeling software. The game art resource file is a 3ds Max format file and records the art resources created by the game art developers, such as: 3D models of controlled virtual characters, 3D models of game scenes, and animations of uncontrolled virtual characters.
[0027] Users can run the game art resource export plugin by clicking the plugin run control, which generates a loading instruction for the game art resource file to read the information recorded in the export configuration file. The loading instruction is used to obtain the export configuration file and read at least one set of export information corresponding to the game art resource file from it. "User" can refer to the user of the game art resource export plugin, such as a game art developer.
[0028] The exported configuration files include system default configuration files and user-defined configuration files, and at least one exported information set is obtained from the system default configuration file and the user-defined configuration file respectively.
[0029] For example, the game art resource file currently selected by the user includes multiple export information sets, including export information sets obtained from the system's preset configuration file and export information sets obtained from the user's custom configuration file.
[0030] In an optional embodiment, game art developers can find and select multiple game art resource files to be exported in 3ds Max modeling software, and then export multiple game art resource files at once by running the game art resource export plugin.
[0031] In step S102, a set identifier corresponding to each exported information set is provided on the graphical user interface.
[0032] In this step, after obtaining at least one export information set corresponding to the game art resource file, all set identifiers are extracted from the export information set, and all extracted set identifiers are displayed on the graphical user interface, where the graphical user interface may refer to the user interface of the game art resource export plugin.
[0033] The following reference Figure 2 This section introduces the display style of collection icons in a graphical user interface.
[0034] Figure 2 This illustration shows a schematic diagram of a set identifier in a graphical user interface provided in an embodiment of this application, such as... Figure 2 As shown, the graphical user interface 10 displays multiple set identifiers, each representing an exported resource set. Specifically, each set identifier corresponds to one exported resource set. The multiple set identifiers include set identifier 111, set identifier 112, set identifier 113, set identifier 114, and set identifier 115. Here, each set identifier is displayed as an icon with a number to help users distinguish between different exported resource sets.
[0035] The graphical user interface 10 also displays the game art resource file 110 selected by the user to be exported. The game art resource file 110 may or may not be displayed in the graphical user interface 10.
[0036] Each exported information set includes a set identifier and exported information. The set identifier can refer to an identifier used to indicate the exported information set. For example, the set identifier can be an icon, a text identifier, or an icon plus a text identifier.
[0037] Each exported information set also includes material path mapping rules, texture compression parameters, transparency mode parameters, bone remapping rules, and translation and rotation parameters.
[0038] The export information includes first export information used to generate and store the export file and second export information used to distinguish the export information set. The first export information includes resource selection set and path information, and the second export information includes resource identifier, skin identifier and root directory.
[0039] The resource selection set includes a model selection set and a bone selection set. The model selection set is used to indicate which model's main description file and mesh data file to export, and the bone selection set is used to indicate which bone the exported animation is attached to or the bone of the attachment point of the object to which the animation is attached.
[0040] The path information includes export path templates for different export file formats. Each export path template includes a base directory, resource type directory, numbered directory, and filename. The base directory indicates the overall directory where all exported files are stored. The base directory is denoted as `repo_root` and can be a multi-level directory. For example, the base directory could be set to `D: / SVN_Project / Art / res / output`. The resource type directory distinguishes the storage directory for exported files corresponding to different resource types of art resources. For example, the resource type directory can be determined based on resource identifiers. The numbered directory distinguishes the storage path for exported files with different skin identifiers. For example, the numbered directory can be determined based on skin identifiers. The numbered directory includes at least one of the following: skin identifier, part identifier, and mounting part identifier. The identifiers included in the numbered directory are determined based on resource characteristics and the parts of the art resources. Different resource characteristics and parts correspond to different identifiers.
[0041] Resource characteristics include a first resource characteristic and a second resource characteristic. The first resource characteristic indicates that the art resource is not mountable, meaning it cannot be mounted on other art resources. For example, an art resource with the first resource characteristic could be an NPC model or a main character model. The second resource characteristic indicates that the art resource is mountable, meaning it can be mounted on other art resources. For example, an art resource with the second resource characteristic could be a fashion accessory.
[0042] A resource identifier refers to the identifier of an art resource. It is used to distinguish different art resources. For example, a resource identifier can be a resource ID, such as 239. The resource identifier is denoted as: resource_id.
[0043] Skin identifiers refer to the identifiers of the art assets that are attached to them. Skin identifiers can also be called fashion identifiers. Skin identifiers are used to identify the art assets that are attached to the art assets. For example, if the art asset is a pendant with resource identifier 1, and this pendant can be attached to a fashion item with resource identifier 239, then the skin identifier of the art asset is 239. The skin identifier is denoted as fashion_id.
[0044] Different parts have different part labels. For example, when the part is a weapon, the part label is "wepon".
[0045] Exported files include different formats, such as Gim, Mesh, and Gis. Gim format exported files are called main description files, Mesh format exported files are called mesh data files, and Gis format exported files are called animation files.
[0046] When an art asset possesses the characteristics of a primary resource and is of a primary resource type, the numbered directory is set to empty. For example, the export path template for a Gim file can be set to: {repo_root} / {resource_id} / {resource_id}.gim; the export path template for a Mesh file can be set to: {repo_root} / {resource_id} / {resource_id}.mesh; and the export path template for a GIS file can be set to: {repo_root} / {resource_id} / {resource_id}.gis. The primary resource type includes virtual characters, such as summoned beasts or monsters.
[0047] When an art resource possesses the characteristics of a first-class resource and is a second-class resource, the numbered directory is determined based on the skin identifier. For example, the export path template for a Gim file can be set to: {repo_root} / {resource_id} / {fashion_id} / {resource_id}.gim; the export path template for a Mesh file is: {repo_root} / {resource_id} / {fashion_id} / {resource_id}.mesh; and the export path template for a GIS file can be set to: {repo_root} / {resource_id} / {fashion_id} / {resource_id}.gis. The second-class resource includes fashion items, such as pet fashion items and children's fashion items.
[0048] When an art resource possesses secondary resource characteristics, the numbered directory is determined based on the resource identifier, skin identifier, and mounting position identifier. The mounting position identifier is denoted as Mountposition_id. For example, the export path template for Gim files is: {repo_root} / {model_set} / {model_set}.gim; the export path for Mesh files is: {repo_root} / {model_set} / {model_set}.mesh; and the export path for GIS files is: {repo_root} / {model_set} / {model_set}.gis.
[0049] The model_set is used to represent the combined identifier. The model_set is determined based on the skin identifier, resource identifier, and mount position identifier. For example, fashion_id_resource_id_mountposition_id. When the skin identifier is 10, the resource identifier is 239, and the mount position identifier is 1, the model_set is 10_239_1.
[0050] In step S103, in response to the selection instruction for the target set identifier, target export information corresponding to the target set identifier is extracted from at least one export information set, and the target export information is provided in the graphical user interface.
[0051] In this step, see Figure 2 When the user selects set identifier 112, a selection instruction for set identifier 112 is generated. Set identifier 112 is the target set identifier. Based on this selection instruction, the system distinguishes set identifier 112 in the graphical user interface 10, for example, by highlighting set identifier 112. Simultaneously, based on the resource identifier and skin identifier corresponding to set identifier 112, the system extracts the target export information corresponding to the resource identifier and skin identifier from at least one export information set and displays it in the graphical user interface.
[0052] The following reference Figure 3 This section describes how the target export information is displayed in the graphical user interface.
[0053] Figure 3 This illustration shows a schematic diagram of the target export information in the graphical user interface provided in an embodiment of this application, such as... Figure 3As shown, the graphical user interface 10 includes a first display area 210 and a second display area 220. The first display area 210 provides first export information, which includes multiple sets. The content of each set of first export information is displayed in the first display area 210. Each set of first export information includes a model selection set, a skeleton selection set, path information for Gim files, path information for Mesh files, and path information for GIS files. The second display area 220 provides second export information, specifically displaying the values of the root directory, resource identifier, and skin identifier.
[0054] In this embodiment of the application, in order to facilitate users to customize the exported information, users can adjust the exported information set on the graphical user interface.
[0055] For example: In response to an edit operation on a target exported information set, the exported information in the target exported information set is adjusted, and the adjusted exported information is saved in a user-defined configuration file. The edit operation includes at least one of the following: a set addition operation for adding exported information sets, an information addition operation for adding first exported information, and an information modification operation for adjusting exported information.
[0056] The collection addition operation refers to clicking the "Add Preset" control in the graphical user interface. In response to this operation, the system reads the default export information set corresponding to the current game art resource file from the system preset configuration file, uses this default export information as the newly added export information set, and updates the graphical user interface based on this new set. At this time, an additional collection icon will be displayed in the graphical user interface. When the user selects this newly added collection icon, the first export information displayed in the first display area will be updated to match the first export information corresponding to the newly added collection icon, and the second export information displayed in the second display area will also be updated to match the second export information corresponding to the newly added collection icon, allowing the user to adjust the export information corresponding to this newly added collection icon.
[0057] The information modification operation can refer to the modification operation of the first exported information and the second exported information. In the graphical user interface 10, the user can modify the first exported information and the second exported information and save the modified first exported information and the second exported information in the user-defined configuration file so that when the game art resource export plugin is run again, the modified first exported information and the second exported information will be displayed in the graphical user interface 10.
[0058] For example, in the graphical user interface 10, users can select and modify the specific values of resource identifiers or skin identifiers, and save the modified specific values of resource identifiers or skin identifiers in the user-defined configuration file.
[0059] For example, in the graphical user interface 10, a corresponding expand control 211 is set for each resource selection set of the first exported information. After the user clicks the expand control 211 corresponding to a resource selection set (model selection set or skeleton selection set), a drop-down list corresponding to the resource selection set will be displayed in the graphical user interface 10. The drop-down list lists all the candidate values of the resource selection set. The candidate values are read from the export configuration file. The user can reselect the value of the resource selection set from the drop-down list and save the reselected value of the resource selection set in the user-defined configuration file.
[0060] In the graphical user interface, the path information of the first export information is displayed as an export path template, such as: {repo_root} / {resource_id} / {resource_id}.gim, instead of the specific export path.
[0061] In this embodiment, each set of exported information includes at least one set of first exported information and one set of second exported information, meaning that one set of second exported information can correspond to one or more sets of first exported information. Users can export game art resource files simultaneously according to multiple sets of first exported information to obtain multiple sets of exported files. Each set of exported files includes a Gim file, a Mesh file, and a GIS file. For example, if there are three sets of first exported information, then three Gim files, three Mesh files, and three GIS files can be exported at once.
[0062] In the graphical user interface, each set of first export information has a checkbox in front of it. Users can select the first export information to use by checking the checkbox, so that the file can be exported according to the first export information used.
[0063] In step S104, in response to the resource export instruction, an export file is generated based on the resource selection set, and the export file is stored in the export path corresponding to the path information.
[0064] In this step, the export path includes the export paths for different formats of export files. The export path includes the export directory and file name. Export files of different formats are stored in their respective export paths. For example, Gim files are stored in the path D: / SVN_Project / Art / res / output / 239 / 239.gim; Mesh files are stored in the path D: / SVN_Project / Art / res / output / 239 / 239.mesh; and Gis files are stored in the path D: / SVN_Project / Art / res / output / 239 / 239.gis.
[0065] The first export information also includes the mount point identifier. The export path is generated based on the resource identifier, skin identifier, root directory, mount point identifier, and export path template. For example, the root directory, resource identifier, skin identifier, and mount point identifier are respectively filled into the export path template to generate the export path. In the specific implementation, the user generates a resource export command by clicking the "Export" control. In response to the resource export command, the specific values in the second export information are combined with the export path template to obtain the final export path. That is, the root directory is filled into the base directory in the export path template, and the resource identifier, skin identifier, and mount point identifier are filled into the numbered directories.
[0066] For example, if the root directory is D: / SVN_Project / output, the resource identifier is 239, the skin identifier is 10, and the mount point identifier is 1, and the art resource has the characteristics of a second resource, the export path template for the Gim file is {repo_root} / {model_set} / {model_set}.gim. Then, combining the second export information with the export path template, the export path can be obtained as D: / SVN_Project / output / 10_239_1 / 10_239_1.gim.
[0067] The following reference Figure 4 This section will introduce the process of generating and storing exported files.
[0068] Figure 4 A flowchart illustrating the steps for generating and storing the exported file provided in an embodiment of this application is shown, such as... Figure 4 As shown, the steps for generating and storing the exported file include: Step S301: Based on the production element type of the art resources in the game art resource file, generate material template files and export files in various formats under the target export information.
[0069] The art resource creation element types in game art resource files include models and animations, and the export file generation methods are different for different creation element types.
[0070] Material template files refer to Material Template for Game (MTG) files. Material template files are used to predefine the basic attribute framework of materials in the game, such as the range of core parameters like metallicity, roughness, and albedo in the Physically Based Rendering (PBR) process, as well as the binding rules for shaders.
[0071] In one scenario, when creating an element of type "model", the exported file is generated based on the resource characteristics of the art asset.
[0072] For example, when defining the primary resource characteristics of an art resource, there is no need to create a temporary bone selection set. Instead, select the target model according to the model selection set, generate the target model's main description file (Gim file) and mesh data file (Mesh file), and select the target bone according to the bone selection set to generate the target bone's animation file (Gis file).
[0073] For example, when considering the specific secondary resource characteristics of an art resource, an export file is generated based on whether the art resource has a skin.
[0074] When an art asset possesses secondary resource characteristics and has skinning, the skinned skeleton of the art asset's model is extracted through a preset interface, a temporary skeleton selection set is created, and the temporary skeleton selection set is deleted after use. Simultaneously, the target model is selected according to the model selection set in the first exported information, generating the target model's main description file (Gim file) and mesh data file (Mesh file). Then, the target skeleton is selected on the mounting object according to the skeleton selection set to generate the animation file (GIS file) of the art asset mounted on the target skeleton. At this point, the target skeleton serves as the mounting object of the art asset, representing the mounting point position. For example, if the art asset is a pendant mounted on clothing, the target skeleton refers to the skeleton on the clothing. Simultaneously, temporary skeletons are selected according to the temporary skeleton selection set, and the animation file (GIS file) of the art asset is generated based on the temporary skeletons and named after the animation. The two animation files have the same storage path, only different file names.
[0075] When the art resource has specific secondary resource characteristics and does not have skinning, there is no need to create a temporary skeleton selection set. Select the target model according to the model selection set and generate the target model's main description file (Gim file) and mesh data file (Mesh file).
[0076] In another scenario, when creating an element of type animation, the target model is selected according to the model selection set, generating the target model's main description file (Gim file) and mesh data file (Mesh file), and the target bone is selected according to the bone selection set to generate the target bone's animation file.
[0077] Step S302: Store the exported files in various formats in a temporary directory.
[0078] Create a temporary directory and store the generated main description file, mesh data file, and animation file in the temporary directory.
[0079] Step S303: Rewrite the main description file using the material template file, and store the rewritten main description file, mesh data file, and animation file in the export path.
[0080] Write the material names from the material template file into the main description file to rewrite the main description file, and move the rewritten main description file, mesh data file, and animation file stored in the temporary directory to their respective export paths for different file formats.
[0081] For example: Move the rewritten main description file from the temporary directory to D: / SVN_Project / output / 3dshapes / 239 / 239.gim.
[0082] The rewritten main description file, mesh data file, and animation file are stored after the export path. The material template file, mesh data file, and animation file are written as dependencies into the main description file. As an example, the relative paths of the three file formats, material template file, mesh data file, and animation file, relative to the repository address are written into the main description file respectively.
[0083] In an optional embodiment of this application, in order to improve the efficiency of resource export, only one game art resource file can be exported at a time, or multiple game art resource files can be exported at the same time. For example, in response to the batch export command, the export file of each game art resource file is generated in sequence, and the generated export file is stored in its respective export path.
[0084] In practice, multiple game art resource files can be placed in the resource file list of the game art resource export plugin, and a target set identifier can be selected for each game art resource file. Then, the user can click the "Export" control to export multiple game art resource files at the same time.
[0085] Based on the same inventive concept, this application also provides a game resource processing device corresponding to the game resource processing method. Since the principle of the device in this application is similar to the game resource processing method described above in this application, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be described again.
[0086] Please see Figure 5 , Figure 5 This is a schematic diagram of the structure of a game resource processing device provided in an embodiment of this application. Figure 5 As shown, the game resource processing device 400 includes: The information acquisition module 401, in response to the loading instruction for the game art resource file, acquires at least one export information set corresponding to the game art resource file from the export configuration file. Each export information set includes a set identifier and export information. The identifier display module 402 provides a set identifier corresponding to each exported information set on the graphical user interface; The information display module 403, in response to a selection instruction for a target set identifier, extracts target export information corresponding to the target set identifier from at least one export information set, and provides the target export information in a graphical user interface. The target export information includes first export information, which includes a resource selection set and path information. The file export module 404 is used to respond to resource export instructions, generate export files based on resource selection sets, and store the export files in the export path corresponding to the path information.
[0087] In one feasible embodiment of this application, the exported files include exported files of different formats, the exported paths include the exported paths of exported files of different formats, and the exported files of different formats are stored in their respective exported paths.
[0088] In one feasible embodiment of this application, the target export information further includes second export information, which includes resource identifier, skin identifier and root directory, and the export path is generated based on resource identifier, skin identifier and root directory.
[0089] In one feasible embodiment of this application, the path information includes an export path template, and the game resource processing device 400 further includes a path generation module, which is used to: fill the root directory, resource identifier and skin identifier into the export path template respectively to generate an export path.
[0090] In one feasible embodiment of this application, the file export module 404 includes an export file generation module, a temporary storage module, and a final export module. The export file generation module is used to: generate a material template file and export files in various formats under the target export information based on the production element types of the art resources in the game art resource file. The export files in various formats include a main description file, a mesh data file, and an animation file. The temporary storage module is used to: store the export files in various formats in a temporary directory. The final export module is used to: rewrite the main description file using the material template file and store the rewritten main description file, mesh data file, and animation file in the export path.
[0091] In one feasible embodiment of this application, the resource selection set includes a model selection set and a bone selection set, and the export file generation module includes a first export file generation module and a second export file generation module. The first export file generation module is used to: generate an export file based on the resource characteristics of the art resource when the production element type of the art resource in the game art resource file is a model; the second export file generation module is used to: select a target bone according to the bone selection set when the production element type of the art resource in the game art resource file is animation, so as to generate an animation file of the target bone.
[0092] In one feasible embodiment of this application, the resource characteristics include a first resource characteristic that is not mountable and a second resource characteristic that is mountable. The first export file generation module includes a generation module under the first resource characteristic and a generation module under the second resource characteristic. The generation module under the first resource characteristic is used to: when the art resource has the first resource characteristic, select a target model according to the model selection set, generate the main description file and mesh data file of the target model, and select a target bone according to the bone selection set to generate the animation file of the target bone. The generation module under the second resource characteristic is used to: when the art resource has the second resource characteristic, generate an export file based on whether the art resource has skinning.
[0093] In one feasible embodiment of this application, the generation module under the second resource characteristic is specifically used to: when the art resource has skinning, select a target model according to the model selection set, generate the main description file and mesh data file of the target model, and select a target bone according to the bone selection set to generate the animation file corresponding to the target bone; when the art resource does not have skinning, select a target model according to the model selection set, and generate the main description file and mesh data file of the target model.
[0094] In one feasible embodiment of this application, the file export module 404 further includes a dependency writing module, which is used to: after storing the rewritten main description file, mesh data file and animation file in the export path, write the material template file, mesh data file and animation file as dependencies into the main description file.
[0095] In one feasible embodiment of this application, the exported configuration file includes a system preset configuration file and a user-defined configuration file, and at least one exported information set is obtained from the system preset configuration file and the user-defined configuration file respectively.
[0096] In one feasible embodiment of this application, the game resource processing device 400 further includes an editing module, which is used to: adjust the export information in the target export information set in response to an editing operation on the target export information set, and save the adjusted export information in a user-defined configuration file.
[0097] In one feasible embodiment of this application, the editing operation includes at least one of the following: a set addition operation for adding an exported information set, an information addition operation for adding first exported information, and an information modification operation for adjusting exported information.
[0098] In one feasible embodiment of this application, the game art resource files include multiple files, and the game resource processing device 400 further includes a batch export module. The batch export module is used to: generate export files for each game art resource file in sequence in response to a batch export instruction, and store the generated export files in their respective export paths.
[0099] The game resource processing device provided in this application embodiment can automatically generate export files according to the target export information selected by the user in the graphical user interface, and store the export files in the export path. It eliminates the need to manually configure export parameters one by one, reduces the tediousness of the operation in the art resource export process, improves the export efficiency, and solves the problems of low export efficiency and high export error rate in traditional art resource export methods.
[0100] Please see Figure 6 , Figure 6 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Figure 6 As shown, the electronic device 500 includes a processor 510, a memory 520, and a bus 530.
[0101] The memory 520 stores machine-readable instructions executable by the processor 510. When the electronic device 500 is running, the processor 510 and the memory 520 communicate via the bus 530. When the machine-readable instructions are executed by the processor 510, they can perform the operations described above. Figure 1 The steps of the game resource processing method in the illustrated embodiment are specifically implemented as follows: In response to a loading instruction for a game art resource file, at least one export information set corresponding to the game art resource file is obtained from the export configuration file. Each export information set includes a set identifier and export information. The set identifier corresponding to each export information set is provided on the graphical user interface. In response to a selection instruction for a target set identifier, target export information corresponding to the target set identifier is extracted from at least one export information set. The target export information is provided on the graphical user interface. The target export information includes first export information, which includes a resource selection set and path information. In response to a resource export instruction, an export file is generated based on the resource selection set, and the export file is stored in the export path corresponding to the path information.
[0102] The electronic device provided in this application embodiment can automatically generate export files according to the target export information selected by the user in the graphical user interface, and store the export files in the export path. It eliminates the need to manually configure export parameters one by one, reduces the tediousness of the operation in the art resource export process, improves the export efficiency, and solves the problems of low export efficiency and high export error rate in traditional art resource export methods.
[0103] This application also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, can perform the above-described actions. Figure 1 The steps of the game resource processing method in the illustrated embodiment are specifically implemented as follows: In response to a loading instruction for a game art resource file, at least one export information set corresponding to the game art resource file is obtained from the export configuration file. Each export information set includes a set identifier and export information. The set identifier corresponding to each export information set is provided on the graphical user interface. In response to a selection instruction for a target set identifier, target export information corresponding to the target set identifier is extracted from at least one export information set. The target export information is provided on the graphical user interface. The target export information includes first export information, which includes a resource selection set and path information. In response to a resource export instruction, an export file is generated based on the resource selection set, and the export file is stored in the export path corresponding to the path information.
[0104] The computer-readable storage medium provided in this application embodiment can automatically generate export files according to the target export information selected by the user in the graphical user interface, and store the export files in the export path. It eliminates the need to manually configure export parameters one by one, reduces the tediousness of operation in the art resource export process, improves export efficiency, and solves the problems of low export efficiency and high export error rate in traditional art resource export methods.
[0105] Those skilled in the art will understand that, for the sake of convenience and brevity, the specific working processes of the systems, devices, and units described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.
[0106] In the several embodiments provided in this application, it should be understood that the disclosed systems, apparatuses, and methods can be implemented in other ways. The apparatus embodiments described above are merely illustrative. For example, the division of units is only a logical functional division, and in actual implementation, there may be other division methods. Furthermore, multiple units or components may be combined or integrated into another system, or some features may be ignored or not executed. Additionally, the shown or discussed mutual couplings, direct couplings, or communication connections may be through some communication interfaces; indirect couplings or communication connections between devices or units may be electrical, mechanical, or other forms.
[0107] The units described as separate components may or may not be physically separate. The components shown as units may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.
[0108] In addition, the functional units in the various embodiments of this application can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit.
[0109] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a processor-executable, non-volatile, computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.
[0110] Finally, it should be noted that the above-described embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The scope of protection of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the scope of the technology disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. A method for processing game resources, characterized in that, include: In response to a loading instruction for a game art resource file, at least one export information set corresponding to the game art resource file is obtained from the export configuration file, and each export information set includes a set identifier and export information; Provide a set identifier for each exported information set in the graphical user interface; In response to a selection instruction for a target set identifier, target export information corresponding to the target set identifier is extracted from the at least one export information set, and the target export information is provided in the graphical user interface. The target export information includes first export information, which includes a resource selection set and path information. In response to the resource export command, an export file is generated based on the resource selection set, and the export file is stored in the export path corresponding to the path information.
2. The method according to claim 1, characterized in that, The exported files include exported files in different formats, and the exported paths include exported paths for exported files in different formats. Exported files in different formats are stored in their respective exported paths.
3. The method according to claim 1, characterized in that, The target export information also includes second export information, which includes a resource identifier, a skin identifier, and a root directory. The export path is generated based on the resource identifier, the skin identifier, and the root directory.
4. The method according to claim 3, characterized in that, The path information includes an export path template, and the export path is generated in the following way: The root directory, the resource identifier, and the skin identifier are respectively filled into the export path template to generate the export path.
5. The method according to claim 1, characterized in that, The steps of generating an export file based on the resource selection set and storing the export file in the export path corresponding to the path information include: Based on the production element types of the art resources in the game art resource file, a material template file and export files in various formats under the target export information are generated. The export files in various formats include a main description file, a mesh data file, and an animation file. The exported files in the various formats are stored in a temporary directory; The main description file is rewritten using the material template file, and the rewritten main description file, the mesh data file, and the animation file are stored in the export path.
6. The method according to claim 5, characterized in that, The resource selection set includes a model selection set and a skeleton selection set, and generates export files in various formats through the following methods: When the element type is a model, an export file is generated based on the resource characteristics of the art resource; When the element type is animation, the target bone is selected according to the bone selection set to generate the animation file of the target bone.
7. The method according to claim 6, characterized in that, The resource characteristics include a first resource characteristic that is not mountable and a second resource characteristic that is mountable. Based on the resource characteristics of the art resource, the step of generating an export file includes: When the art resource specifies the first resource characteristic, a target model is selected according to the model selection set, the main description file and mesh data file of the target model are generated, and a target bone is selected according to the bone selection set to generate the animation file of the target bone; When the art resource is specifically defined by the second resource characteristic, an export file is generated based on whether the art resource has a skin.
8. The method according to claim 7, characterized in that, The steps for generating an export file based on whether the art assets have skinning include: When the art resource has a skin, a target model is selected according to the model selection set, the main description file and mesh data file of the target model are generated, and a target bone is selected according to the bone selection set to generate the animation file corresponding to the target bone; When the art resource does not have a skin, a target model is selected according to the model selection set, and the main description file and mesh data file of the target model are generated.
9. The method according to claim 6, characterized in that, After storing the rewritten main description file, the mesh data file, and the animation file in the export path, the method further includes: The material template file, the mesh data file, and the animation file are written as dependencies into the main description file.
10. The method according to claim 1, characterized in that, The exported configuration file includes a system preset configuration file and a user-defined configuration file, and the at least one exported information set is obtained from the system preset configuration file and the user-defined configuration file, respectively.
11. The method according to claim 10, characterized in that, The method further includes: In response to an editing operation on the target exported information set, the exported information in the target exported information set is adjusted, and the adjusted exported information is saved in the user-defined configuration file.
12. The method according to claim 11, characterized in that, The editing operation includes at least one of the following: a set addition operation for adding exported information sets, an information addition operation for adding the first exported information, and an information modification operation for adjusting exported information.
13. The method according to claim 1, characterized in that, The game art resource files include multiple files, and the method further includes: In response to the batch export command, export files for each game art resource file are generated sequentially, and the generated export files are stored in their respective export paths.
14. A game resource processing device, characterized in that, include: The information acquisition module, in response to a loading instruction for a game art resource file, acquires at least one export information set corresponding to the game art resource file from the export configuration file. Each export information set includes a set identifier and export information. The identifier display module provides a set identifier corresponding to each exported information set on the graphical user interface; The information display module, in response to a selection instruction for a target set identifier, extracts target export information corresponding to the target set identifier from the at least one exported information set, and provides the target export information in the graphical user interface. The target export information includes first export information, which includes a resource selection set and path information. The file export module is used to respond to the resource export command, generate an export file based on the resource selection set, and store the export file in the export path corresponding to the path information.
15. An electronic device, characterized in that, include: The device includes a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device is running, the processor communicates with the memory via the bus, and the processor executes the machine-readable instructions to perform the steps of the game resource processing method as described in any one of claims 1 to 13.
16. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which, when executed by a processor, performs the steps of the game resource processing method as described in any one of claims 1 to 13.