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BMMaker

删除311字节2020年4月6日 (一) 16:33
无编辑摘要
{{Languages|zh|BMMaker/zh}}
{{Translation}}
{{Appbox
'''BMMaker''' is a tool used in [[mapping]] for mass production of [[floor]]s. It generates .ms scripts, which is a type of script that can be read and executed by [[3ds Max]]; BMMaker itself does not serve as a model generator, but a tool that generates the script which can be executed to generate models in 3ds Max.
The original version of this tool is only this version, no No more versions other than the original one have been released.
Because of some problems due to of the pavement floor model used in the original(Such original version (such as cracks and too many vertices),2019/01,vertices). A version fixing that was made by [[User:BallanceBug|ballancebugBallanceBug]] A repaired version was made in January 2019 and released the following next month, and a further repaired version was made again in September of the same year.
== Download ==
{| class="wikitable"
! Version !! Date !! Download
{{ 下载文件 | 2019Fixed 2019 fixed version ||2019-0209-2314 ||'''[[:File:BMMaker-2019.zip|bw|d|y}}{{ 下载文件 | Original ||2010-06-19||n|d|y}}]]'''
|}
== Compatibility ==
Written The program is written in Visual Basic 6. Therefore, it can run on most machines, which is convenient for cartographersmappers.
Individual users of Windows 10 systems system users may encounter compatibility or stutter lag issues when trying to runBMMaker. The former can be solved by setting compatibility (Just set compatibility to Windows 7), and while the latter just needs to wait for a while.
Unlike [[Map Editor]], the minimum 3ds Max version required by BMMaker is only 3ds Max 9.
== How to use ==
This section will guide you how to use BMMaker. In this tutorial, you will perform various operations under are performed in Windows by default. If you use are using other operating systems, please alternative methods may be find alternatives by yourself.
=== Draw Drawing Pic.bmp ===
[[File:Bmmaker-example.png|400px|thumb|right|An example of Pic.bmp]]
[[File:Bmmaker-ExampleResult.png|300px|thumb|right|An example of Pic.bmp]]
First,open Pic.bmp in the program directory, and then erase blank the original painting, that which is, the preset and drawn graphics in the upper part. Then you can start drawing your own road. It is recommended to enlarge the drawing 6 or 8 times before drawing to better understand the drawing road surface and increase the drawing accuracy. When drawing a pavement, you need to pay attention to that the pavement is two pixels wide. The second is the drawing color. Different drawing colors represent different road types. You can refer to the following table to adjust the colors to draw different roads, or use the built-in color picker tool to draw the colors of the legend in the lower part of Pic.bmp. The wrong color drawing will cause the program to fail to recognize. Do not think that the colors are similar and just choose a similar color to use. Also, be careful not to paint on the edges of the canvasfloor.
Pavement It is recommended to enlarge the drawing 6 or 8 times before drawing to for easier viewing and increasing the drawing accuracy. Attention must be paid to that the pavement is two pixels wide. Different colors represent different floor types. The following table is a reference to adjust the colors to draw different roads; the built-in color corresponding road surface table:picker tool can also be used to draw the colors of the legend in the lower part of Pic.bmp. Wrong colors will cause failures in recognition of the types of floors. Also, be careful not to paint on the edges of the canvas.
{| class="wikitable" style="font-size: 0.92em"
|-
! Corresponding road surface floor type !! Color !! Color specific value
|-
| Flat road || {{Square|1em|#000000}} Black || #000000 (RGB: 0, 0, 0)
|-
| Concave roadProfile (Including raised road edges) || {{Square|1em|#800080}} Purple || #800080 (RGB: 128, 0, 128)
|-
| PlanoProfilFlat (profile-concave flat conversion ) || {{Square|1em|#316AC5}} Blue || #316AC5 (RGB: 49, 106, 197)
|-
| Inside roadProfile platform (Raised pavement lower floors inside pavement) || {{Square|1em|#808000}} earth green || #808000 (RGB: 128, 128, 0)
|-
| [[纸变Paper transformer]] || {{Square|1em|#00FFFF}} sky blue || #00FFFF (RGB: 0, 255, 255)
|-
| [[木变Wood transformer]] || {{Square|1em|#FF8000}} orange || #FF8000 (RGB: 255, 128, 0)
|-
| [[石变Stone transformer]] || {{Square|1em|#00C000}} green || #00C000 (RGB: 0, 192, 0)
|-
| Preserve pavement Edgeless floor (for splicing jointing other pavements like [[风扇]] here types of floors) || other clolr(Does not contain Other colors, with the exception of white #FFFFFF) FFFFFF || -
|}
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=== Analysis and generation of scripts ===
 
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After drawing the road and saving Pic.bmp. You can run the program itself: Engineering 1.exe, click in turn: import pic.bmp and start profiling. After clicking to start profiling, it will freeze for a period of time until the parsing is completed. At this time, the program may become unresponsive and you can ignore it. In addition, the program also provides a text box, which is located above the import pic.bmp button. It is used to control the generated height. The default is 0. When making a multi-layered pavement, you can control the height of the generated pavement (because Bmmaker converts 2D graphics, so The generated pavement must be on a plane.) The program maker recommends that when multi-layer pavements need to be generated, the pavement interval is recommended to be 5, which is increased by 5 each time the pavement is generated.
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