Files
ChildHood/output/execution-to-guide/关卡-v01-搭建指南-test.md
starmen1265 6f8b599629 feat(tools): 新增execution-to-guide执行案转搭建指南工具
- execution_parser.py: 解析关卡执行案Markdown提取区域/结构体/布景/边界/光照
- asset_expander.py: BSP资产建议展开+绝对坐标计算+旋转推断
- guide_writer.py: 生成精确匹配build_guide_parser格式的搭建指南
- composite_writer.py: 组合资产清单+JSON模板生成
- converter.py: 主入口CLI工具
- 更新level-execution-template.md: 移除交互物/收集品章节,新增组合资产标记

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-11 00:44:46 +08:00

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v0.1 白模搭建操作指南 — 城郊小街

本文档由 execution-to-guide 工具自动生成,供 level-builder 搭建白模关卡使用。 基于: 关卡-v0.1-城郊小街-执行案.md


〇、全局信息

场景参数

参数 值
场景总尺寸 8000cm × 6000cm(80m × 60m)
地面高度基准 Z = 0
主角身高 ~120cm
摄像机高度 ~100cm
时间设定 夏日午后 15:00
坐标原点 场景西南角地平面

UE5 路径前缀

  • Mesh: Content/BlockingStarterPack/Meshes/
  • Material: Content/BlockingStarterPack/Materials/
  • Material (Basics): Content/BlockingStarterPack/Materials/Blocking/Basics/

命名规范

LVL_<ZoneID>_<Category>_<Description>
Category: STR | PROP | COMP | BND | LGT

Outliner 文件夹结构

LVL_城郊小街/
  Z1_家/
    Structure/  Props/
  Z2_小卖部/
    Structure/  Props/
  Z3_主街道/
    Structure/  Props/
  Z4_空地/
    Structure/  Props/
  Z5_巷子/
    Structure/  Props/
  Z6_水塘边/
    Structure/  Props/
  Z7_老居民楼/
    Structure/  Props/
  Global/
    Boundaries/  Lighting/  PlayerStart/

一、BSP 资产映射表

建筑 — 墙体

设计文档引用 UE5 资产路径 实际尺寸 (cm)
Wall_400x300 Architecture/Walls/SM_Wall_400x300 400×20×300
Wall_200x300 Architecture/Walls/SM_Wall_200x300 200×20×300
Wall_400x100 Architecture/Walls/SM_Wall_400x100 400×20×100
Wall_100x300 Architecture/Walls/SM_Wall_100x300 100×20×300

建筑 — 门墙

设计文档引用 UE5 资产路径 实际尺寸 (cm)
WallDoor_200x300 Architecture/Walls/SM_WallDoor_200x300 200×20×300

建筑 — 窗墙

设计文档引用 UE5 资产路径 实际尺寸 (cm)
WallWindow_400x300 Architecture/Walls/SM_WallWindow_400x300 400×20×300
WallWindowSmall_200x300 Architecture/Walls/SM_WallWindowSmall_200x300 200×20×300

建筑 — 地板

设计文档引用 UE5 资产路径 实际尺寸 (cm)
Floor_300x400 Architecture/Floors/SM_Floor_300x400 300×400×22
Floor_1000x1000 Architecture/Floors/SM_Floor_1000x1000 1000×1000×22
Floor_200x300 Architecture/Floors/SM_Floor_200x300 200×300×22

建筑 — 窗户

设计文档引用 UE5 资产路径 实际尺寸 (cm)
FakeWindowsFrame Architecture/WindowsSet/SM_FakeWindowsFrame 140×14×164

建筑 — 围挡

设计文档引用 UE5 资产路径 实际尺寸 (cm)
BarrierWall_600 Architecture/Barriers/SM_BarrierWall_600 600×60×210
BarrierWall_200 Architecture/Barriers/SM_BarrierWall_200 200×60×210

建筑 — 围栏

设计文档引用 UE5 资产路径 实际尺寸 (cm)
Fence_Small_400 Industrials/SM_Fence_Small_400 404×6×112

建筑 — 横梁

设计文档引用 UE5 资产路径 实际尺寸 (cm)
Beam_300 Architecture/Beams/SM_Beam_300 40×40×300

建筑 — 大型建筑

设计文档引用 UE5 资产路径 实际尺寸 (cm)
Building_01 BigBuildings/SM_Building_01 1950×1450×4010

家具

设计文档引用 UE5 资产路径 实际尺寸 (cm)
Monitor_01 Furnitures/SM_Monitor_01 54×18×37
SimpleTable_01 Furnitures/SM_SimpleTable_01 161×87×74
BedSingle Bedroom/SM_BedSingle 116×216×68
SimpleTable_02 Furnitures/SM_SimpleTable_02 239×99×74

工业/装饰

设计文档引用 UE5 资产路径 实际尺寸 (cm)
WoodenBox_Small Industrials/SM_WoodenBox_Small 70×70×70
Bucket_01 Decorations/SM_Bucket_01 30×27×26
Barrel Industrials/SM_Barrel 73×73×111
TrashCans_01 Trashs/SM_TrashCans_01 53×71×118
WoodenPallet_01 Industrials/SM_WoodenPallet_01 188×188×20
WoodenBox_Normal Industrials/SM_WoodenBox_Normal 90×90×90

载具

设计文档引用 UE5 资产路径 实际尺寸 (cm)
Car01 Vehicles/SM_Car01 160×420×180

植被

设计文档引用 UE5 资产路径 实际尺寸 (cm)
Tree_01 Vegetations/SM_Tree_01 762×803×845

灯具

设计文档引用 UE5 资产路径 实际尺寸 (cm)
RoadLamp_01 Lights/SM_RoadLamp_01 40×244×850

装饰

设计文档引用 UE5 资产路径 实际尺寸 (cm)
DisplayPanels_400x200 DisplayPanels/SM_DisplayPanels_400x200 400×8×200

其他

设计文档引用 UE5 资产路径 实际尺寸 (cm)
WallDoorGarage_400x400 `` 0×0×0
_composite `` 0×0×0
Wheel `` 0×0×0
MI_DevGlassWhite `` 0×0×0
MI_DevGray `` 0×0×0
MI_DevWhite `` 0×0×0
MI_DevBlue `` 0×0×0
MI_DevYellow `` 0×0×0
MI_DevGlassBlue `` 0×0×0
MI_DevFoliage `` 0×0×0
MI_DevGreen `` 0×0×0

二、Phase B — 地面与边界

B1. 铺设地面

全局地面(MI_DevGray)

# Actor 名称 资产 位置 (X,Y,Z) 缩放 材质
1 LVL_Global_STR_GroundFloor_01 Floor_1000x1000 (500,500,0) — MI_DevGray
2 LVL_Global_STR_GroundFloor_02 Floor_1000x1000 (500,1500,0) — MI_DevGray
3 LVL_Global_STR_GroundFloor_03 Floor_1000x1000 (500,2500,0) — MI_DevGray
4 LVL_Global_STR_GroundFloor_04 Floor_1000x1000 (500,3500,0) — MI_DevGray
5 LVL_Global_STR_GroundFloor_05 Floor_1000x1000 (500,4500,0) — MI_DevGray
6 LVL_Global_STR_GroundFloor_06 Floor_1000x1000 (500,5500,0) — MI_DevGray
7 LVL_Global_STR_GroundFloor_07 Floor_1000x1000 (1500,500,0) — MI_DevGray
8 LVL_Global_STR_GroundFloor_08 Floor_1000x1000 (1500,1500,0) — MI_DevGray
9 LVL_Global_STR_GroundFloor_09 Floor_1000x1000 (1500,2500,0) — MI_DevGray
10 LVL_Global_STR_GroundFloor_10 Floor_1000x1000 (1500,3500,0) — MI_DevGray
11 LVL_Global_STR_GroundFloor_11 Floor_1000x1000 (1500,4500,0) — MI_DevGray
12 LVL_Global_STR_GroundFloor_12 Floor_1000x1000 (1500,5500,0) — MI_DevGray
13 LVL_Global_STR_GroundFloor_13 Floor_1000x1000 (2500,500,0) — MI_DevGray
14 LVL_Global_STR_GroundFloor_14 Floor_1000x1000 (2500,1500,0) — MI_DevGray
15 LVL_Global_STR_GroundFloor_15 Floor_1000x1000 (2500,2500,0) — MI_DevGray
16 LVL_Global_STR_GroundFloor_16 Floor_1000x1000 (2500,3500,0) — MI_DevGray
17 LVL_Global_STR_GroundFloor_17 Floor_1000x1000 (2500,4500,0) — MI_DevGray
18 LVL_Global_STR_GroundFloor_18 Floor_1000x1000 (2500,5500,0) — MI_DevGray
19 LVL_Global_STR_GroundFloor_19 Floor_1000x1000 (3500,500,0) — MI_DevGray
20 LVL_Global_STR_GroundFloor_20 Floor_1000x1000 (3500,1500,0) — MI_DevGray
21 LVL_Global_STR_GroundFloor_21 Floor_1000x1000 (3500,2500,0) — MI_DevGray
22 LVL_Global_STR_GroundFloor_22 Floor_1000x1000 (3500,3500,0) — MI_DevGray
23 LVL_Global_STR_GroundFloor_23 Floor_1000x1000 (3500,4500,0) — MI_DevGray
24 LVL_Global_STR_GroundFloor_24 Floor_1000x1000 (3500,5500,0) — MI_DevGray
25 LVL_Global_STR_GroundFloor_25 Floor_1000x1000 (4500,500,0) — MI_DevGray
26 LVL_Global_STR_GroundFloor_26 Floor_1000x1000 (4500,1500,0) — MI_DevGray
27 LVL_Global_STR_GroundFloor_27 Floor_1000x1000 (4500,2500,0) — MI_DevGray
28 LVL_Global_STR_GroundFloor_28 Floor_1000x1000 (4500,3500,0) — MI_DevGray
29 LVL_Global_STR_GroundFloor_29 Floor_1000x1000 (4500,4500,0) — MI_DevGray
30 LVL_Global_STR_GroundFloor_30 Floor_1000x1000 (4500,5500,0) — MI_DevGray
31 LVL_Global_STR_GroundFloor_31 Floor_1000x1000 (5500,500,0) — MI_DevGray
32 LVL_Global_STR_GroundFloor_32 Floor_1000x1000 (5500,1500,0) — MI_DevGray
33 LVL_Global_STR_GroundFloor_33 Floor_1000x1000 (5500,2500,0) — MI_DevGray
34 LVL_Global_STR_GroundFloor_34 Floor_1000x1000 (5500,3500,0) — MI_DevGray
35 LVL_Global_STR_GroundFloor_35 Floor_1000x1000 (5500,4500,0) — MI_DevGray
36 LVL_Global_STR_GroundFloor_36 Floor_1000x1000 (5500,5500,0) — MI_DevGray
37 LVL_Global_STR_GroundFloor_37 Floor_1000x1000 (6500,500,0) — MI_DevGray
38 LVL_Global_STR_GroundFloor_38 Floor_1000x1000 (6500,1500,0) — MI_DevGray
39 LVL_Global_STR_GroundFloor_39 Floor_1000x1000 (6500,2500,0) — MI_DevGray
40 LVL_Global_STR_GroundFloor_40 Floor_1000x1000 (6500,3500,0) — MI_DevGray
41 LVL_Global_STR_GroundFloor_41 Floor_1000x1000 (6500,4500,0) — MI_DevGray
42 LVL_Global_STR_GroundFloor_42 Floor_1000x1000 (6500,5500,0) — MI_DevGray
43 LVL_Global_STR_GroundFloor_43 Floor_1000x1000 (7500,500,0) — MI_DevGray
44 LVL_Global_STR_GroundFloor_44 Floor_1000x1000 (7500,1500,0) — MI_DevGray
45 LVL_Global_STR_GroundFloor_45 Floor_1000x1000 (7500,2500,0) — MI_DevGray
46 LVL_Global_STR_GroundFloor_46 Floor_1000x1000 (7500,3500,0) — MI_DevGray
47 LVL_Global_STR_GroundFloor_47 Floor_1000x1000 (7500,4500,0) — MI_DevGray
48 LVL_Global_STR_GroundFloor_48 Floor_1000x1000 (7500,5500,0) — MI_DevGray

B2. 放置边界围挡

西边界

# Actor 名称 资产 位置 (X,Y,Z) 旋转 (P,Y,R) 缩放 材质
1 LVL_Global_BND_西边界_01 BarrierWall_600 (0,300,105) (0,90,0) — MI_DevRed
2 LVL_Global_BND_西边界_02 BarrierWall_600 (0,900,105) (0,90,0) — MI_DevRed
3 LVL_Global_BND_西边界_03 BarrierWall_600 (0,1500,105) (0,90,0) — MI_DevRed
4 LVL_Global_BND_西边界_04 BarrierWall_600 (0,2100,105) (0,90,0) — MI_DevRed
5 LVL_Global_BND_西边界_05 BarrierWall_600 (0,2700,105) (0,90,0) — MI_DevRed
6 LVL_Global_BND_西边界_06 BarrierWall_600 (0,3300,105) (0,90,0) — MI_DevRed
7 LVL_Global_BND_西边界_07 BarrierWall_600 (0,3900,105) (0,90,0) — MI_DevRed
8 LVL_Global_BND_西边界_08 BarrierWall_600 (0,4500,105) (0,90,0) — MI_DevRed
9 LVL_Global_BND_西边界_09 BarrierWall_600 (0,5100,105) (0,90,0) — MI_DevRed
10 LVL_Global_BND_西边界_10 BarrierWall_600 (0,5700,105) (0,90,0) — MI_DevRed

南边界

# Actor 名称 资产 位置 (X,Y,Z) 旋转 (P,Y,R) 缩放 材质
1 LVL_Global_BND_南边界_01 BarrierWall_600 (300,0,105) — — 各段标识色
2 LVL_Global_BND_南边界_02 BarrierWall_600 (900,0,105) — — 各段标识色
3 LVL_Global_BND_南边界_03 BarrierWall_600 (1500,0,105) — — 各段标识色
4 LVL_Global_BND_南边界_04 BarrierWall_600 (2100,0,105) — — 各段标识色
5 LVL_Global_BND_南边界_05 BarrierWall_600 (2700,0,105) — — 各段标识色
6 LVL_Global_BND_南边界_06 BarrierWall_600 (3300,0,105) — — 各段标识色
7 LVL_Global_BND_南边界_07 BarrierWall_600 (3900,0,105) — — 各段标识色
8 LVL_Global_BND_南边界_08 BarrierWall_600 (4500,0,105) — — 各段标识色
9 LVL_Global_BND_南边界_09 BarrierWall_600 (5100,0,105) — — 各段标识色
10 LVL_Global_BND_南边界_10 BarrierWall_600 (5700,0,105) — — 各段标识色
11 LVL_Global_BND_南边界_11 BarrierWall_600 (6300,0,105) — — 各段标识色
12 LVL_Global_BND_南边界_12 BarrierWall_600 (6900,0,105) — — 各段标识色
13 LVL_Global_BND_南边界_13 BarrierWall_600 (7500,0,105) — — 各段标识色

东边界

# Actor 名称 资产 位置 (X,Y,Z) 旋转 (P,Y,R) 缩放 材质
1 LVL_Global_BND_东边界_01 BarrierWall_600 (8000,300,105) (0,90,0) — MI_DevBlue
2 LVL_Global_BND_东边界_02 BarrierWall_600 (8000,900,105) (0,90,0) — MI_DevBlue
3 LVL_Global_BND_东边界_03 BarrierWall_600 (8000,1500,105) (0,90,0) — MI_DevBlue
4 LVL_Global_BND_东边界_04 BarrierWall_600 (8000,2100,105) (0,90,0) — MI_DevBlue
5 LVL_Global_BND_东边界_05 BarrierWall_600 (8000,2700,105) (0,90,0) — MI_DevBlue
6 LVL_Global_BND_东边界_06 BarrierWall_600 (8000,3300,105) (0,90,0) — MI_DevBlue
7 LVL_Global_BND_东边界_07 BarrierWall_600 (8000,3900,105) (0,90,0) — MI_DevBlue
8 LVL_Global_BND_东边界_08 BarrierWall_600 (8000,4500,105) (0,90,0) — MI_DevBlue
9 LVL_Global_BND_东边界_09 BarrierWall_600 (8000,5100,105) (0,90,0) — MI_DevBlue
10 LVL_Global_BND_东边界_10 BarrierWall_600 (8000,5700,105) (0,90,0) — MI_DevBlue

北边界

# Actor 名称 资产 位置 (X,Y,Z) 旋转 (P,Y,R) 缩放 材质
1 LVL_Global_BND_北边界_01 BarrierWall_600 (300,6000,105) — — MI_DevBlue
2 LVL_Global_BND_北边界_02 BarrierWall_600 (900,6000,105) — — MI_DevBlue
3 LVL_Global_BND_北边界_03 BarrierWall_600 (1500,6000,105) — — MI_DevBlue
4 LVL_Global_BND_北边界_04 BarrierWall_600 (2100,6000,105) — — MI_DevBlue
5 LVL_Global_BND_北边界_05 BarrierWall_600 (2700,6000,105) — — MI_DevBlue
6 LVL_Global_BND_北边界_06 BarrierWall_600 (3300,6000,105) — — MI_DevBlue
7 LVL_Global_BND_北边界_07 BarrierWall_600 (3900,6000,105) — — MI_DevBlue
8 LVL_Global_BND_北边界_08 BarrierWall_600 (4500,6000,105) — — MI_DevBlue
9 LVL_Global_BND_北边界_09 BarrierWall_600 (5100,6000,105) — — MI_DevBlue
10 LVL_Global_BND_北边界_10 BarrierWall_600 (5700,6000,105) — — MI_DevBlue
11 LVL_Global_BND_北边界_11 BarrierWall_600 (6300,6000,105) — — MI_DevBlue
12 LVL_Global_BND_北边界_12 BarrierWall_600 (6900,6000,105) — — MI_DevBlue
13 LVL_Global_BND_北边界_13 BarrierWall_600 (7500,6000,105) — — MI_DevBlue

Z6 水域

# Actor 名称 资产 位置 (X,Y,Z) 旋转 (P,Y,R) 缩放 材质

三、Phase C — 逐区域搭建

C1. Z1 — 家

C1.1 结构体(Structure)

# Actor 名称 资产 位置 (X,Y,Z) 旋转 (P,Y,R) 缩放 材质
LVL_Z1_STR_South院Wall_01 Wall_400x300 (0,0,0) — — MI_DevRed
LVL_Z1_STR_South院Wall_02 Wall_400x300 (400,0,0) — — MI_DevRed
LVL_Z1_STR_South院Wall_03 Wall_200x300 (800,0,0) — — MI_DevRed
LVL_Z1_STR_West院Wall_01 Wall_400x300 (0,0,0) (0,-90,0) — MI_DevRed
LVL_Z1_STR_West院Wall_02 Wall_400x300 (400,0,0) (0,-90,0) — MI_DevRed
LVL_Z1_STR_East院WallTop半段_01 Wall_400x300 (980,0,0) (0,90,0) — MI_DevRed
LVL_Z1_STR_East院WallTop半段_02 Wall_400x300 (1380,0,0) (0,90,0) — MI_DevRed
LVL_Z1_STR_North院Wall含院Door_01 Cube (0,780,0) (0,180,0) — MI_DevRed
LVL_Z1_STR_房屋SouthWall含Window_01 WallWindow_400x300 (200,30,0) — — MI_DevWhite
LVL_Z1_STR_房屋SouthWall含Window_02 WallWindowSmall_200x300 (600,30,0) — — MI_DevWhite
LVL_Z1_STR_房屋WestWall_01 Wall_400x300 (200,30,0) (0,-90,0) — MI_DevWhite
LVL_Z1_STR_房屋WestWall_02 Wall_400x100 (600,30,0) (0,-90,0) — MI_DevWhite
LVL_Z1_STR_房屋EastWall_01 Wall_400x300 (780,30,0) (0,90,0) — MI_DevWhite
LVL_Z1_STR_房屋EastWall_02 Wall_400x100 (1180,30,0) (0,90,0) — MI_DevWhite
LVL_Z1_STR_房屋NorthWall含Door洞_01 WallDoor_200x300 (200,410,0) (0,180,0) — MI_DevWhite
LVL_Z1_STR_房屋NorthWall含Door洞_02 Wall_400x300 (400,410,0) (0,180,0) — MI_DevWhite
LVL_Z1_STR_房屋屋Roof_01 Floor_300x400 (190,25,280) — — MI_DevBrown
LVL_Z1_STR_房屋屋Roof_02 Floor_300x400 (490,25,280) — — MI_DevBrown
LVL_Z1_STR_院内Floor板_01 Floor_1000x1000 (0,0,0) — — MI_DevGray

C1.2 布景物(Props)

# Actor 名称 资产 位置 (X,Y,Z) 缩放 材质 说明
LVL_Z1_PROP_旧自行Car_01 _composite (100,650,0) — 靠西院墙停放,后座铁丝筐用 Cube 替代
LVL_Z1_PROP_旧自行Car_02 Wheel (100,650,0) — 靠西院墙停放,后座铁丝筐用 Cube 替代
LVL_Z1_PROP_晾衣杆_01 Beam_300 (500,600,0) — 挂衣服用 Cube 薄片替代
LVL_Z1_PROP_晾衣杆_02 Cylinder (500,600,0) — 挂衣服用 Cube 薄片替代
LVL_Z1_PROP_杂物堆_01 WoodenBox_Small (850,100,0) — 东南角
LVL_Z1_PROP_杂物堆_02 WoodenBox_Small (890,100,0) — 东南角
LVL_Z1_PROP_杂物堆_03 Bucket_01 (930,100,0) — 东南角
LVL_Z1_PROP_Door垫_01 Cube (480,740,0) — 院门内侧地面
LVL_Z1_PROP_老式冰Box_01 Barrel (720,80,0) — 房屋内东南角,靠东墙
LVL_Z1_PROP_大脑袋电视_01 Monitor_01 (320,80,45) — 房屋内西半部,放在书桌上
LVL_Z1_PROP_书Table_01 SimpleTable_01 (300,70,0) — 房屋内靠西墙
LVL_Z1_PROP_Bed_01 BedSingle (350,250,0) — 房屋内中部偏南
LVL_Z1_PROP_日历_01 Cube (500,40,180) — 挂在房屋南墙内侧
LVL_Z1_PROP_电视Cabinet_01 SimpleTable_02 (320,55,0) — 电视放在其上(v0.1 可与书桌合并)

C2. Z2 — 小卖部

C2.1 结构体(Structure)

# Actor 名称 资产 位置 (X,Y,Z) 旋转 (P,Y,R) 缩放 材质
LVL_Z2_STR_SouthWall_01 Wall_400x300 (1000,200,0) — — MI_DevOrange
LVL_Z2_STR_SouthWall_02 Wall_200x300 (1400,200,0) — — MI_DevOrange
LVL_Z2_STR_WestWall_01 Wall_400x300 (1000,200,0) (0,-90,0) — MI_DevOrange
LVL_Z2_STR_WestWall_02 Wall_400x100 (1400,200,0) (0,-90,0) — MI_DevOrange
LVL_Z2_STR_EastWall_01 Wall_400x300 (1580,200,0) (0,90,0) — MI_DevOrange
LVL_Z2_STR_EastWall_02 Wall_400x100 (1980,200,0) (0,90,0) — MI_DevOrange
LVL_Z2_STR_NorthWall含Door洞_01 WallDoorGarage_400x400 (1000,580,0) (0,180,0) — MI_DevOrange
LVL_Z2_STR_NorthWall含Door洞_02 Wall_200x300 (1000,580,0) (0,180,0) — MI_DevOrange
LVL_Z2_STR_屋Roof_01 Floor_300x400 (990,190,280) — — MI_DevBrown
LVL_Z2_STR_屋Roof_02 Floor_300x400 (1290,190,280) — — MI_DevBrown
LVL_Z2_STR_Floor板_01 Floor_1000x1000 (1000,200,0) — — MI_DevGray
LVL_Z2_STR_遮阳棚前廊Roof_01 Floor_200x300 (1000,600,260) — — MI_DevWhite
LVL_Z2_STR_遮阳棚前廊Roof_02 Floor_200x300 (1200,600,260) — — MI_DevWhite

C2.2 布景物(Props)

# Actor 名称 资产 位置 (X,Y,Z) 缩放 材质 说明
LVL_Z2_PROP_玻璃CabinetCounter_01 Cube (1200,500,0) — 店内中偏北,面向门口
LVL_Z2_PROP_玻璃CabinetCounter_02 MI_DevGlassWhite (1300,500,0) — 店内中偏北,面向门口
LVL_Z2_PROP_零食货Shelf靠EastWall_01 Fence_Small_400 (1520,300,0) — 东墙内侧,多层货架
LVL_Z2_PROP_零食货Shelf靠EastWall_02 Fence_Small_400 (1920,300,0) — 东墙内侧,多层货架
LVL_Z2_PROP_零食货Shelf靠EastWall_03 MI_DevGray (2320,300,0) — 东墙内侧,多层货架
LVL_Z2_PROP_零食货Shelf靠SouthWall_01 Fence_Small_400 (1100,230,0) — 南墙内侧
LVL_Z2_PROP_零食货Shelf靠SouthWall_02 MI_DevGray (1500,230,0) — 南墙内侧
LVL_Z2_PROP_老式冰Cabinet_01 Cube (1050,400,0) — 西南角,顶盖掀开式
LVL_Z2_PROP_老式冰Cabinet_02 MI_DevWhite (1150,400,0) — 西南角,顶盖掀开式
LVL_Z2_PROP_小电视_01 Monitor_01 (1350,540,90) — 放在柜台角落
LVL_Z2_PROP_招牌_01 Cube (1150,610,280) — 北墙外侧上方,蓝底白字"百货"
LVL_Z2_PROP_招牌_02 MI_DevBlue (1250,610,280) — 北墙外侧上方,蓝底白字"百货"
LVL_Z2_PROP_卡片Shelf_01 Cube (1400,550,0) — 柜台旁地面

C3. Z3 — 主街道

C3.2 布景物(Props)

# Actor 名称 资产 位置 (X,Y,Z) 缩放 材质 说明
LVL_Z3_PROP_公用电话亭_01 Cube (1800,1180,0) — 街道北侧靠墙
LVL_Z3_PROP_公用电话亭_02 Cylinder (1900,1180,0) — 街道北侧靠墙
LVL_Z3_PROP_老式自行Car_01 Car01 (2800,880,0) (0.50,0.50,0.50) 街道南侧靠墙停放
LVL_Z3_PROP_晾衣杆_01 Beam_300 (1200,1250,0) — 街道北侧,伸出墙面的晾衣杆
LVL_Z3_PROP_晾衣杆_02 Cylinder (1200,1250,0) — 街道北侧,伸出墙面的晾衣杆
LVL_Z3_PROP_Bottom水道盖_01 CirclePlatform (800,1050,0) — 街道路面中央偏西
LVL_Z3_PROP_WallTop涂鸦区域_01 Cube (3200,1270,100) — 北墙 C 段墙面中部
LVL_Z3_PROP_WallTop涂鸦区域_02 MI_DevYellow (3300,1270,100) — 北墙 C 段墙面中部
LVL_Z3_PROP_广告Wall_01 DisplayPanels_400x200 (3800,1270,0) — 北墙 D 段起始处,手绘广告
LVL_Z3_PROP_垃圾Barrel_01 TrashCans_01 (4200,880,0) — 街道南侧
LVL_Z3_PROP_电线杆West_01 Cylinder (1000,1050,0) — 街道中轴
LVL_Z3_PROP_电线杆East_01 Cylinder (3500,1050,0) — 街道中轴

C4. Z4 — 空地

C4.1 结构体(Structure)

# Actor 名称 资产 位置 (X,Y,Z) 旋转 (P,Y,R) 缩放 材质
LVL_Z4_STR_Floor面_01 Cube (3500,1300,0) — — MI_DevBrown
LVL_Z4_STR_East边界Wall挡_01 Cube (4980,1300,0) (0,90,0) — MI_DevBlue
LVL_Z4_STR_North边界Wall挡_01 Cube (3500,2480,0) (0,180,0) — MI_DevBlue
LVL_Z4_STR_West边界矮Wall_01 Cube (3500,1300,0) (0,-90,0) — MI_DevGray

C4.2 布景物(Props)

# Actor 名称 资产 位置 (X,Y,Z) 缩放 材质 说明
LVL_Z4_PROP_大梧桐Tree_01 Tree_01 (4250,1900,0) — 空地偏北中央
LVL_Z4_PROP_散落砖块_01 WoodenBox_Small (3700,1600,0) — 空地西半部
LVL_Z4_PROP_散落砖块_02 WoodenBox_Small (3708,1600,0) — 空地西半部
LVL_Z4_PROP_散落砖块_03 WoodenBox_Small (3716,1600,0) — 空地西半部
LVL_Z4_PROP_散落砖块_04 WoodenBox_Small (3724,1600,0) — 空地西半部
LVL_Z4_PROP_散落砖块_05 WoodenBox_Small (3732,1600,0) — 空地西半部
LVL_Z4_PROP_积水坑_01 Cube (4600,1500,-5) — 空地东南角,嵌入地面
LVL_Z4_PROP_积水坑_02 MI_DevGlassBlue (4700,1500,-5) — 空地东南角,嵌入地面
LVL_Z4_PROP_弹珠圈痕迹_01 CirclePlatform (4100,1800,0) — 空地中偏北,地面上的圆圈
LVL_Z4_PROP_弹珠圈痕迹_02 MI_DevGray (4100,1800,0) — 空地中偏北,地面上的圆圈
LVL_Z4_PROP_废弃建材_01 WoodenPallet_01 (4800,2300,0) — 空地东北角
LVL_Z4_PROP_废弃建材_02 WoodenBox_Normal (4800,2300,0) — 空地东北角

C5. Z5 — 巷子

C5.1 结构体(Structure)

# Actor 名称 资产 位置 (X,Y,Z) 旋转 (P,Y,R) 缩放 材质
LVL_Z5_STR_WestWall_01 Wall_400x300 (2300,1300,0) (0,-90,0) — MI_DevWhite
LVL_Z5_STR_WestWall_02 Wall_400x300 (2700,1300,0) (0,-90,0) — MI_DevWhite
LVL_Z5_STR_WestWall_03 Wall_400x300 (3100,1300,0) (0,-90,0) — MI_DevWhite
LVL_Z5_STR_WestWall_04 Wall_400x300 (3500,1300,0) (0,-90,0) — MI_DevWhite
LVL_Z5_STR_WestWall_05 Wall_400x300 (3900,1300,0) (0,-90,0) — MI_DevWhite
LVL_Z5_STR_EastWall_01 Wall_400x300 (2580,1300,0) (0,90,0) — MI_DevWhite
LVL_Z5_STR_EastWall_02 Wall_400x300 (2980,1300,0) (0,90,0) — MI_DevWhite
LVL_Z5_STR_EastWall_03 Wall_400x300 (3380,1300,0) (0,90,0) — MI_DevWhite
LVL_Z5_STR_EastWall_04 Wall_400x300 (3780,1300,0) (0,90,0) — MI_DevWhite
LVL_Z5_STR_EastWall_05 Wall_400x300 (4180,1300,0) (0,90,0) — MI_DevWhite
LVL_Z5_STR_Floor面_01 Floor_1000x1000 (2300,1300,0) — — MI_DevGray
LVL_Z5_STR_Floor面_02 Floor_1000x1000 (3300,1300,0) — — MI_DevGray

C5.2 布景物(Props)

# Actor 名称 资产 位置 (X,Y,Z) 缩放 材质 说明
LVL_Z5_PROP_废纸Box_01 WoodenBox_Small (2380,2900,0) — 巷子深处(北段)靠西墙
LVL_Z5_PROP_蜘蛛网_01 Cube (2305,2300,250) — 西墙高处
LVL_Z5_PROP_老Window户WestWall_01 FakeWindowsFrame (2310,2100,150) — 西墙中段,不可交互
LVL_Z5_PROP_花盆WindowCounter_01 Cylinder (2340,2100,150) — 窗台上的花盆
LVL_Z5_PROP_青苔Floor面细节_01 Cube (2400,2700,0) — 巷子北段地面
LVL_Z5_PROP_青苔Floor面细节_02 MI_DevFoliage (2500,2700,0) — 巷子北段地面

C6. Z6 — 水塘边

C6.1 结构体(Structure)

# Actor 名称 资产 位置 (X,Y,Z) 旋转 (P,Y,R) 缩放 材质
LVL_Z6_STR_水面_01 Floor_1000x1000 (1750,3650,-20) — — MI_DevSkyBlue
LVL_Z6_STR_水面_02 Floor_200x300 (2750,3650,-20) — — MI_DevSkyBlue
LVL_Z6_STR_岸边Floor面South_01 Floor_1000x1000 (1600,3300,0) — — MI_DevBrown
LVL_Z6_STR_岸边Floor面South_02 Floor_200x300 (2600,3300,0) — — MI_DevBrown
LVL_Z6_STR_岸边Floor面East_01 Floor_1000x1000 (2950,3650,0) (0,90,0) — MI_DevBrown
LVL_Z6_STR_岸边Floor面West_01 Floor_1000x1000 (1600,3650,0) (0,-90,0) — MI_DevBrown
LVL_Z6_STR_East边界Wall挡_01 BarrierWall_600 (3080,3300,0) (0,90,0) — MI_DevBlue
LVL_Z6_STR_East边界Wall挡_02 BarrierWall_600 (3680,3300,0) (0,90,0) — MI_DevBlue
LVL_Z6_STR_North边界Wall挡_01 BarrierWall_600 (1600,4680,0) (0,180,0) — MI_DevBlue
LVL_Z6_STR_North边界Wall挡_02 BarrierWall_600 (2200,4680,0) (0,180,0) — MI_DevBlue
LVL_Z6_STR_North边界Wall挡_03 BarrierWall_200 (2800,4680,0) (0,180,0) — MI_DevBlue

C6.2 布景物(Props)

# Actor 名称 资产 位置 (X,Y,Z) 缩放 材质 说明
LVL_Z6_PROP_芦苇丛South岸Left_01 Cylinder (1800,3600,0) — 水塘南岸边
LVL_Z6_PROP_芦苇丛South岸Left_02 Cylinder (1900,3600,0) — 水塘南岸边
LVL_Z6_PROP_芦苇丛South岸Left_03 Cylinder (2000,3600,0) — 水塘南岸边
LVL_Z6_PROP_芦苇丛South岸Left_04 Cylinder (2100,3600,0) — 水塘南岸边
LVL_Z6_PROP_芦苇丛South岸Left_05 Cylinder (2200,3600,0) — 水塘南岸边
LVL_Z6_PROP_芦苇丛South岸Left_06 MI_DevFoliage (2300,3600,0) — 水塘南岸边
LVL_Z6_PROP_芦苇丛South岸Right_01 Cylinder (2700,3600,0) — 水塘南岸边
LVL_Z6_PROP_芦苇丛South岸Right_02 Cylinder (2800,3600,0) — 水塘南岸边
LVL_Z6_PROP_芦苇丛South岸Right_03 Cylinder (2900,3600,0) — 水塘南岸边
LVL_Z6_PROP_芦苇丛South岸Right_04 Cylinder (3000,3600,0) — 水塘南岸边
LVL_Z6_PROP_芦苇丛South岸Right_05 Cylinder (3100,3600,0) — 水塘南岸边
LVL_Z6_PROP_芦苇丛South岸Right_06 MI_DevFoliage (3200,3600,0) — 水塘南岸边
LVL_Z6_PROP_芦苇丛East岸_01 Cylinder (2900,4100,0) —
LVL_Z6_PROP_芦苇丛East岸_02 Cylinder (3000,4100,0) —
LVL_Z6_PROP_芦苇丛East岸_03 Cylinder (3100,4100,0) —
LVL_Z6_PROP_芦苇丛East岸_04 MI_DevFoliage (3200,4100,0) —
LVL_Z6_PROP_荷叶_01 CirclePlatform (2200,3900,-18) — 水面上
LVL_Z6_PROP_荷叶_02 CirclePlatform (2207,3900,-18) — 水面上
LVL_Z6_PROP_荷叶_03 CirclePlatform (2215,3900,-18) — 水面上
LVL_Z6_PROP_荷叶_04 CirclePlatform (2222,3900,-18) — 水面上
LVL_Z6_PROP_荷叶_05 MI_DevGreen (2230,3900,-18) — 水面上
LVL_Z6_PROP_青蛙_01 Cube (2100,3680,0) — 南岸石头旁
LVL_Z6_PROP_青蛙_02 MI_DevGreen (2200,3680,0) — 南岸石头旁

C7. Z7 — 老居民楼

C7.1 结构体(Structure)

# Actor 名称 资产 位置 (X,Y,Z) 旋转 (P,Y,R) 缩放 材质
LVL_Z7_STR_居民楼主体_01 Building_01 (5800,200,0) — — MI_DevGray
LVL_Z7_STR_碰撞WallWall_01 Wall_400x300 (5750,150,0) — — MI_DevGray
LVL_Z7_STR_碰撞WallWall_02 Wall_400x300 (6150,150,0) — — MI_DevGray
LVL_Z7_STR_碰撞WallWall_03 Wall_400x300 (6550,150,0) — — MI_DevGray
LVL_Z7_STR_碰撞WallWall_04 Wall_100x300 (6950,150,0) — — MI_DevGray
LVL_Z7_STR_碰撞WallWall侧_01 Wall_400x300 (5750,150,0) — — MI_DevGray
LVL_Z7_STR_碰撞WallWall侧_02 Wall_400x300 (6150,150,0) — — MI_DevGray

C7.2 布景物(Props)

# Actor 名称 资产 位置 (X,Y,Z) 缩放 材质 说明
LVL_Z7_PROP_晾衣杆阳Counter_01 Beam_300 (6100,190,800) — 不同楼层阳台外伸
LVL_Z7_PROP_晾衣杆阳Counter_02 Beam_300 (6133,190,800) — 不同楼层阳台外伸
LVL_Z7_PROP_晾衣杆阳Counter_03 Beam_300 (6166,190,800) — 不同楼层阳台外伸
LVL_Z7_PROP_垃圾Barrel_01 TrashCans_01 (6000,140,0) — 楼下地面

四、Phase C — 全局物件

# Actor 名称 资产 位置 (X,Y,Z) 缩放 材质 说明
LVL_Global_PROP_路Lamp_01 RoadLamp_01 (1500,1050,0) — 街道中轴线偏南
LVL_Global_PROP_路Lamp_02 RoadLamp_01 (1500,1050,0) — 街道中轴线偏南
LVL_Global_PROP_路Lamp_03 RoadLamp_01 (1500,1050,0) — 街道中轴线偏南
LVL_Global_PROP_垃圾Barrel_01 TrashCans_01 (2000,850,0) — 街道南侧靠墙
LVL_Global_PROP_垃圾Barrel_01 MI_DevGreen (2000,850,0) — 街道南侧靠墙
LVL_Global_PROP_垃圾Barrel_02 TrashCans_01 (2000,850,0) — 街道南侧靠墙
LVL_Global_PROP_垃圾Barrel_02 MI_DevGreen (2000,850,0) — 街道南侧靠墙
LVL_Global_PROP_电线杆_01 Cylinder (1000,1050,0) — 街道中轴,与路灯交错
LVL_Global_PROP_电线杆_02 Cylinder (1000,1050,0) — 街道中轴,与路灯交错
LVL_Global_PROP_施工Wall挡South边界补充_01 BarrierWall_600 (0,0,0) — 街道南侧背后的南场景边界
LVL_Global_PROP_施工Wall挡South边界补充_02 MI_DevBlue (0,0,0) — 街道南侧背后的南场景边界

五、Phase D — 光照

D1. 定向光(Directional Light)

类型 位置/方向 参数
Directional Light 从西南方向照射,仰角约 45°(建议值,可调,范围 30°-60°) 色温:暖白 ~5500K(建议值,可调);强度:中等(建议值,可调)

夏日午后主光源

D2. 天空光(Sky Light)

类型 位置/方向 参数
Sky Light 全局 强度:低-中(建议值,可调)

环境补光,避免纯黑阴影

D3. 路灯点光源

v0.1 为装饰性光源,午后光照下几乎不可见,数量: 3


六、Phase E — 验证清单

# 检查项 状态
1 场景尺寸 8000×6000cm 正确 ⬜
2 7 个区域均已搭建 ⬜
3 所有边界围挡无缺口 ⬜
4 玩家起点可到达 ⬜
5 所有区域可通行 ⬜
6 建筑入口与流线对齐 ⬜
7 光照方向与场景一致 ⬜
8 Actor 总数: 161 ⬜

搭建指南生成完成。共 7 个区域,161 个 Actor。