v0.1 白模搭建操作指南 — 城郊小街
本文档为 P-006 任务产出,供在 UE5 编辑器中按步骤搭建白模关卡使用。
每条指令包含:Actor 命名、资产路径、世界坐标、旋转、缩放、材质。
最后更新:2026-06-07
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/
- Material (Glass):
Content/BlockingStarterPack/Materials/Glass/
- Material (Light):
Content/BlockingStarterPack/Materials/Light/
命名规范
Outliner 文件夹结构
一、BSP 资产映射表
1.1 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_100x300 |
Architecture/Walls/SM_Wall_100x300 |
100×20×300 |
| Wall_400x100 |
Architecture/Walls/SM_Wall_400x100 |
400×20×100 |
| WallDoor_200x300 |
Architecture/Walls/SM_WallDoor_200x300 |
200×20×300 |
| WallDoorGarage_400x300 |
Architecture/Walls/SM_WallDoorGarage_400x300 |
400×20×300 |
| WallWindow_400x300 |
Architecture/Walls/SM_WallWindow_400x300 |
400×20×300 |
| WallWindowSmall_200x300 |
Architecture/Walls/SM_WallWindowSmall_200x300 |
200×20×300 |
注意:Wall 厚度为 20cm。偏移坐标基于墙面中心点。执行案中偏移基于墙面外表面/内表面,放置时需微调 10cm(半墙厚)。
1.2 建筑 — 地板
| 设计文档引用 |
UE5 资产路径 |
实际尺寸 (cm) |
| Floor_1000x1000 |
Architecture/Floors/SM_Floor_1000x1000 |
1000×1000×10 |
| Floor_300x400 |
Architecture/Floors/SM_Floor_300x400 |
300×400×10 |
| Floor_200x300 |
Architecture/Floors/SM_Floor_200x300 |
200×300×10 |
1.3 建筑 — 门
| 设计文档引用 |
UE5 资产路径 |
说明 |
| RotativeDoor_01 |
Architecture/Doors/SM_RotativeDoor_01 |
旋转门 |
| GarageDoorOpen_01 |
Architecture/Doors/SM_GarageDoorOpen_01 |
卷帘门(开) |
1.4 建筑 — 窗户
| 设计文档引用 |
UE5 资产路径 |
说明 |
| FakeWindowsFrame |
Architecture/WindowsSet/SM_FakeWindowsFrame |
假窗(装饰) |
1.5 建筑 — 围栏/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 |
600×20×100 |
| BarrierWall_200 |
Architecture/Barriers/SM_BarrierWall_200 |
200×20×100 |
| Fence_Small_400 |
Industrials/SM_Fence_Small_400 |
400×5×100 |
1.6 建筑 — 横梁
| 设计文档引用 |
UE5 资产路径 |
| Beam_300 |
Architecture/Beams/SM_Beam_300 |
1.7 建筑 — 大型建筑
| 设计文档引用 |
UE5 资产路径 |
| Building_01 |
BigBuildings/SM_Building_01 |
1.8 家具
| 设计文档引用 |
UE5 资产路径 |
| SimpleTable_01 |
Furnitures/SM_SimpleTable_01 |
| SimpleTable_02 |
Furnitures/SM_SimpleTable_02 |
| BedSingle |
Bedroom/SM_BedSingle |
| Monitor_01 |
Furnitures/SM_Monitor_01 |
1.9 工业/装饰
| 设计文档引用 |
UE5 资产路径 |
| Barrel |
Industrials/SM_Barrel |
| WoodenBox_Small |
Industrials/SM_WoodenBox_Small |
| WoodenBox_Normal |
Industrials/SM_WoodenBox_Normal |
| WoodenPallet_01 |
Industrials/SM_WoodenPallet_01 |
| Bucket_01 |
Decorations/SM_Bucket_01 |
| TrashCans_01 |
Trashs/SM_TrashCans_01 |
| Container_Normal |
Industrials/SM_Container_Normal |
1.10 载具
| 设计文档引用 |
UE5 资产路径 |
| Car01 |
Vehicles/SM_Car01 |
1.11 基础体
| 设计文档引用 |
UE5 资产路径 |
| Cube |
Primitives/SM_Cube |
| Cylinder |
Primitives/SM_Cylinder |
| CirclePlatform |
Extra/SM_CirclePlatform |
1.12 其他
| 设计文档引用 |
UE5 资产路径 |
| Tree_01 |
Vegetations/SM_Tree_01 |
| RoadLamp_01 |
Lights/SM_RoadLamp_01 |
| DisplayPanels_400x200 |
DisplayPanels/SM_DisplayPanels_400x200 |
1.13 标识色材质
| 材质名 |
路径 |
| MI_DevRed |
Materials/Blocking/Basics/MI_DevRed |
| MI_DevOrange |
Materials/Blocking/Basics/MI_DevOrange |
| MI_DevGray |
Materials/Blocking/Basics/MI_DevGray |
| MI_DevBrown |
Materials/Blocking/Basics/MI_DevBrown |
| MI_DevWhite |
Materials/Blocking/Basics/MI_DevWhite |
| MI_DevBlue |
Materials/Blocking/Basics/MI_DevBlue |
| MI_DevGreen |
Materials/Blocking/Basics/MI_DevGreen |
| MI_DevSkyBlue |
Materials/Blocking/Basics/MI_DevSkyBlue |
| MI_DevYellow |
Materials/Blocking/Basics/MI_DevYellow |
| MI_DevFoliage |
Materials/Blocking/Basics/MI_DevFoliage |
| MI_DevPink |
Materials/Blocking/Basics/MI_DevPink |
| MI_DevGlassWhite |
Materials/Glass/MI_DevGlassWhite |
| MI_DevGlassBlue |
Materials/Glass/MI_DevGlassBlue |
二、Phase A — 准备
A3 创建关卡
- 在 Content Browser 右键 →
New Level → Empty Level
- 保存到
Content/Maps/LVL_SuburbanV01.umap
- World Settings → GameMode Override 选择项目 GameMode(暂无则留空)
- 放置 Player Start Actor:
- 位置:(500, 720, 0)
- 旋转:(0, 0, 0)(面向 +Y 即北)
- 移入 Outliner
Global/PlayerStart/
三、Phase B — 地面与边界
B1 铺设地面
按区域铺设地面 Floor,使用 Floor_1000x1000 平铺。
Z1 家 地面(MI_DevGray)
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
| 1 |
LVL_Z1_STR_Floor |
Floor_1000x1000 |
(500, 400, 0) |
(1, 0.8, 1) |
Z1 范围 (0,0)→(1000,800),Floor_1000x1000 中心点 (500,400),Y 方向缩放 0.8 覆盖 800cm。
Z2 小卖部 地面(MI_DevGray)
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
| 1 |
LVL_Z2_STR_Floor |
Floor_1000x1000 |
(1300, 500, 0) |
(0.6, 0.6, 1) |
Z2 范围 (1000,200)→(1600,800),中心 (1300,500),缩放 (0.6, 0.6) 覆盖 600×600。
Z3 主街道 地面(MI_DevGray)
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
| 1 |
LVL_Z3_STR_Floor_01 |
Floor_1000x1000 |
(500, 1050, 0) |
(1, 0.5, 1) |
| 2 |
LVL_Z3_STR_Floor_02 |
Floor_1000x1000 |
(1500, 1050, 0) |
(1, 0.5, 1) |
| 3 |
LVL_Z3_STR_Floor_03 |
Floor_1000x1000 |
(2500, 1050, 0) |
(1, 0.5, 1) |
| 4 |
LVL_Z3_STR_Floor_04 |
Floor_1000x1000 |
(3500, 1050, 0) |
(1, 0.5, 1) |
| 5 |
LVL_Z3_STR_Floor_05 |
Floor_1000x1000 |
(4500, 1050, 0) |
(1, 0.5, 1) |
Z3 范围 (0,800)→(5000,1300),宽度 500cm(Y 缩放 0.5),长度 5000cm(5 块 Floor)。
Z4 空地 地面(MI_DevBrown)
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
| 1 |
LVL_Z4_STR_Floor_01 |
Floor_1000x1000 |
(4000, 1800, 10) |
(1.5, 1.2, 1) |
Z4 范围 (3500,1300)→(5000,2500),中心 (4250,1900),Z=10(高于街道 10cm)。缩放 (1.5, 1.2) 覆盖 1500×1200。
Z5 巷子 地面(MI_DevGray)
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
| 1 |
LVL_Z5_STR_Floor_01 |
Floor_1000x1000 |
(2450, 1800, 0) |
(0.3, 1, 1) |
| 2 |
LVL_Z5_STR_Floor_02 |
Floor_1000x1000 |
(2450, 2800, 0) |
(0.3, 1, 1) |
Z5 范围 (2300,1300)→(2600,3300),宽度 300cm(X 缩放 0.3),长度 2000cm(2 块)。
Z6 水塘边 地面 + 水面
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
材质 |
| 1 |
LVL_Z6_STR_GroundSouth |
Floor_1000x1000 |
(2350, 3475, 0) |
(1.5, 0.35, 1) |
MI_DevBrown |
| 2 |
LVL_Z6_STR_GroundEast |
Floor_1000x1000 |
(3075, 4000, 0) |
(0.15, 0.8, 1) |
MI_DevBrown |
| 3 |
LVL_Z6_STR_GroundWest |
Floor_1000x1000 |
(1675, 4000, 0) |
(0.15, 0.8, 1) |
MI_DevBrown |
| 4 |
LVL_Z6_STR_Water |
Floor_1000x1000 |
(2350, 4000, -20) |
(1.2, 0.8, 0.5) |
MI_DevSkyBlue |
Z6 水面中心约 (2350, 4000),Z=-20。岸边三面环绕。
Z7 老居民楼 地面(MI_DevGray)
Z7 不需要单独地面地板,Building_01 自带底面。
B2 放置边界围挡
西边界(X=0, Y=0-6000)
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
旋转 (Pitch,Yaw,Roll) |
材质 |
| 1 |
LVL_BND_West_01 |
Wall_400x300 |
(0, 200, 0) |
(0,0,0) → Yaw=90° |
MI_DevRed |
| 2 |
LVL_BND_West_02 |
Wall_400x300 |
(0, 600, 0) |
(0,90,0) |
MI_DevRed |
| 3 |
LVL_BND_West_03 |
Wall_400x300 |
(0, 1000, 0) |
(0,90,0) |
MI_DevRed |
| 4 |
LVL_BND_West_04 |
Wall_400x300 |
(0, 1400, 0) |
(0,90,0) |
MI_DevRed |
| 5 |
LVL_BND_West_05 |
Wall_400x300 |
(0, 1800, 0) |
(0,90,0) |
MI_DevRed |
| 6 |
LVL_BND_West_06 |
Wall_400x300 |
(0, 2200, 0) |
(0,90,0) |
MI_DevRed |
| 7 |
LVL_BND_West_07 |
Wall_400x300 |
(0, 2600, 0) |
(0,90,0) |
MI_DevRed |
| 8 |
LVL_BND_West_08 |
Wall_400x300 |
(0, 3000, 0) |
(0,90,0) |
MI_DevRed |
| 9 |
LVL_BND_West_09 |
Wall_400x300 |
(0, 3400, 0) |
(0,90,0) |
MI_DevRed |
| 10 |
LVL_BND_West_10 |
Wall_400x300 |
(0, 3800, 0) |
(0,90,0) |
MI_DevRed |
| 11 |
LVL_BND_West_11 |
Wall_400x300 |
(0, 4200, 0) |
(0,90,0) |
MI_DevRed |
| 12 |
LVL_BND_West_12 |
Wall_400x300 |
(0, 4600, 0) |
(0,90,0) |
MI_DevRed |
| 13 |
LVL_BND_West_13 |
Wall_400x300 |
(0, 5000, 0) |
(0,90,0) |
MI_DevRed |
| 14 |
LVL_BND_West_14 |
Wall_400x300 |
(0, 5400, 0) |
(0,90,0) |
MI_DevRed |
| 15 |
LVL_BND_West_15 |
Wall_400x300 |
(0, 5800, 0) |
(0,90,0) |
MI_DevRed |
Wall_400x300 旋转 90° 后沿 Y 方向排列,每块 400cm 高 × 300cm 长(需纵向排列覆盖 250cm 墙高)。
实际操作:Wall_400x300 放置时默认长轴沿 X。Yaw=90° 旋转后长轴沿 Y。但墙高只有 300cm,而围挡只需 250cm,300cm 足够。
修正:Wall 默认高度 300cm(Z轴),宽度 400cm(X轴),厚度 20cm(Y轴)。放置在 X=0 处,Yaw=90° 使 400cm 宽度沿 Y 方向。每块覆盖 Y 方向 400cm,15 块覆盖 6000cm。Z 方向 300cm > 250cm 要求,足够。
东边界(X=8000, Y=0-6000)
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
旋转 |
材质 |
| 1-15 |
LVL_BND_East_01~15 |
BarrierWall_600 |
(8000, 200+400n, 0) n=0~14 |
(0,90,0) |
MI_DevBlue |
BarrierWall_600 默认 600cm 长。旋转 90° 后沿 Y 方向。10 块覆盖 6000cm。
修正:BarrierWall_600 高度 100cm,需要堆叠 3 层达到 300cm。改为使用 Wall_400x300 更经济。
实际建议:使用 Wall_400x300 替代,与西边界相同方式,15 块。
北边界(Y=6000, X=0-8000)
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
旋转 |
材质 |
| 1-20 |
LVL_BND_North_01~20 |
Wall_400x300 |
(200+400n, 6000, 0) n=0~19 |
(0,0,0) |
MI_DevBlue |
20 块 Wall_400x300 覆盖 8000cm。
南边界(Y=0, X=0-8000)
南边界分段处理:
- X=0-1000:Z1 南院墙(已含在 Z1 结构体中)
- X=1000-1600:Z2 后墙区域
- X=1600-5000:施工围挡
- X=5000-8000:补齐围挡
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
材质 |
| 1 |
LVL_BND_South_01 |
BarrierWall_600 |
(1900, 0, 0) |
MI_DevBlue |
| 2 |
LVL_BND_South_02 |
BarrierWall_600 |
(2500, 0, 0) |
MI_DevBlue |
| 3 |
LVL_BND_South_03 |
BarrierWall_600 |
(3100, 0, 0) |
MI_DevBlue |
| 4 |
LVL_BND_South_04 |
BarrierWall_600 |
(3700, 0, 0) |
MI_DevBlue |
| 5 |
LVL_BND_South_05 |
BarrierWall_600 |
(4300, 0, 0) |
MI_DevBlue |
| 6 |
LVL_BND_South_06 |
BarrierWall_600 |
(4900, 0, 0) |
MI_DevBlue |
| 7 |
LVL_BND_South_07 |
BarrierWall_600 |
(5500, 0, 0) |
MI_DevBlue |
| 8 |
LVL_BND_South_08 |
BarrierWall_600 |
(6100, 0, 0) |
MI_DevBlue |
| 9 |
LVL_BND_South_09 |
BarrierWall_600 |
(6700, 0, 0) |
MI_DevBlue |
| 10 |
LVL_BND_South_10 |
BarrierWall_600 |
(7300, 0, 0) |
MI_DevBlue |
| 11 |
LVL_BND_South_11 |
BarrierWall_600 |
(7900, 0, 0) |
MI_DevBlue |
BarrierWall_600 需注意高度仅 100cm。建议堆叠 2-3 层达到 200-300cm 视觉高度。
替代方案:改用 Wall_400x300 更高效(300cm 高度一次到位)。
四、Phase C — 逐区域搭建
搭建顺序:Z1 → Z3 → Z2 → Z4 → Z5 → Z6 → Z7
C1. Z1 — 家(Home)
区域绝对原点:(0, 0, 0)
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 |
| 1 |
LVL_Z1_STR_SouthWall_01 |
Wall_400x300 |
(200, 0, 0) |
(0,0,0) |
— |
MI_DevRed |
| 2 |
LVL_Z1_STR_SouthWall_02 |
Wall_400x300 |
(600, 0, 0) |
(0,0,0) |
— |
MI_DevRed |
| 3 |
LVL_Z1_STR_WestWall_01 |
Wall_400x300 |
(0, 200, 0) |
(0,90,0) |
— |
MI_DevRed |
| 4 |
LVL_Z1_STR_WestWall_02 |
Wall_400x300 |
(0, 600, 0) |
(0,90,0) |
— |
MI_DevRed |
| 5 |
LVL_Z1_STR_EastWall_01 |
Wall_400x300 |
(980, 200, 0) |
(0,90,0) |
— |
MI_DevRed |
| 6 |
LVL_Z1_STR_EastWall_02 |
Wall_400x300 |
(980, 600, 0) |
(0,90,0) |
— |
MI_DevRed |
| 7 |
LVL_Z1_STR_NorthWall_West |
Wall_400x300 |
(200, 780, 0) |
(0,0,0) |
— |
MI_DevRed |
| 8 |
LVL_Z1_STR_NorthWall_Gate |
WallDoor_200x300 |
(500, 780, 0) |
(0,0,0) |
— |
MI_DevRed |
| 9 |
LVL_Z1_STR_NorthWall_East |
Wall_400x300 |
(800, 780, 0) |
(0,0,0) |
— |
MI_DevRed |
| 10 |
LVL_Z1_STR_GateDoor |
RotativeDoor_01 |
(500, 780, 0) |
(0,0,0) |
— |
MI_DevGreen |
| 11 |
LVL_Z1_STR_HouseSouthWall |
WallWindow_400x300 |
(400, 30, 0) |
(0,0,0) |
— |
MI_DevWhite |
| 12 |
LVL_Z1_STR_HouseSouthWin |
WallWindowSmall_200x300 |
(600, 30, 0) |
(0,0,0) |
— |
MI_DevWhite |
| 13 |
LVL_Z1_STR_HouseWestWall |
Wall_400x300 |
(200, 220, 0) |
(0,90,0) |
— |
MI_DevWhite |
| 14 |
LVL_Z1_STR_HouseWestTop |
Wall_400x100 |
(200, 220, 300) |
(0,90,0) |
— |
MI_DevWhite |
| 15 |
LVL_Z1_STR_HouseEastWall |
Wall_400x300 |
(780, 220, 0) |
(0,90,0) |
— |
MI_DevWhite |
| 16 |
LVL_Z1_STR_HouseEastTop |
Wall_400x100 |
(780, 220, 300) |
(0,90,0) |
— |
MI_DevWhite |
| 17 |
LVL_Z1_STR_HouseNorthWall |
WallDoor_200x300 |
(400, 410, 0) |
(0,0,0) |
— |
MI_DevWhite |
| 18 |
LVL_Z1_STR_HouseNorthFill |
Wall_400x300 |
(600, 410, 0) |
(0,0,0) |
— |
MI_DevWhite |
| 19 |
LVL_Z1_STR_HouseRoof_01 |
Floor_300x400 |
(350, 230, 280) |
(0,0,0) |
— |
MI_DevBrown |
| 20 |
LVL_Z1_STR_HouseRoof_02 |
Floor_300x400 |
(650, 230, 280) |
(0,0,0) |
— |
MI_DevBrown |
| 21 |
LVL_Z1_STR_CourtyardFloor |
Floor_1000x1000 |
(500, 400, 0) |
(0,0,0) |
(1, 0.8, 1) |
MI_DevGray |
Z1 房屋内空间:约 (200,30,0)→(800,410,280),即 600×380×280cm。
门洞高度问题:WallDoor_200x300 门洞 200cm 宽,300cm 高,但设计要求院门高度 220cm。300cm 资产足够高,门洞实际开口约 200cm 高(标准 BSP 门洞),对于 120cm 身高儿童足够通过。
房屋北墙上方补齐:WallDoor_200x300 上方需要补齐至 280cm。可用 Wall_200x100 放在 Z=200 处,或者直接用 Wall_400x300 整块(门洞在下方,上方自然有墙体)。
C1.2 布景物(Props)
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
材质 |
说明 |
| 1 |
LVL_Z1_PROP_OldBicycle |
Car01 |
(100, 650, 0) |
(0.2, 0.2, 0.2) |
— |
50%缩放,靠西院墙 |
| 2 |
LVL_Z1_PROP_ClothesPole_Beam |
Beam_300 |
(500, 600, 180) |
— |
MI_DevWhite |
横杆 |
| 3 |
LVL_Z1_PROP_ClothesPole_Pole1 |
Cylinder |
(380, 600, 0) |
(0.05, 0.05, 3.6) |
MI_DevGray |
支撑柱 |
| 4 |
LVL_Z1_PROP_ClothesPole_Pole2 |
Cylinder |
(620, 600, 0) |
(0.05, 0.05, 3.6) |
MI_DevGray |
支撑柱 |
| 5 |
LVL_Z1_PROP_JunkPile_Box1 |
WoodenBox_Small |
(850, 100, 0) |
— |
— |
东南角 |
| 6 |
LVL_Z1_PROP_JunkPile_Box2 |
WoodenBox_Small |
(870, 120, 35) |
— |
— |
叠放在上方 |
| 7 |
LVL_Z1_PROP_JunkPile_Bucket |
Bucket_01 |
(890, 80, 0) |
— |
— |
|
| 8 |
LVL_Z1_PROP_DoorMat |
Cube |
(480, 740, 0) |
(0.6, 0.4, 0.02) |
MI_DevGray |
扁薄长方体 |
| 9 |
LVL_Z1_PROP_Fridge |
Barrel |
(720, 80, 0) |
(0.3, 0.3, 1.6) |
MI_DevWhite |
竖放,缩放模拟冰箱 |
| 10 |
LVL_Z1_PROP_TV |
Monitor_01 |
(320, 80, 45) |
— |
MI_DevGray |
房屋内书桌上 |
| 11 |
LVL_Z1_PROP_Desk |
SimpleTable_01 |
(300, 70, 0) |
— |
— |
房屋内靠西墙 |
| 12 |
LVL_Z1_PROP_Bed |
BedSingle |
(350, 250, 0) |
— |
— |
房屋内中部偏南 |
| 13 |
LVL_Z1_PROP_Calendar |
Cube |
(500, 40, 180) |
(0.3, 0.02, 0.4) |
MI_DevRed |
薄片挂墙 |
| 14 |
LVL_Z1_PROP_TVStand |
SimpleTable_02 |
(320, 55, 0) |
(0.85, 0.75, 0.67) |
— |
电视柜,缩放至约 85×45×50cm |
冰箱替代说明:执行案建议 Barrel 或 Cube 缩放。Barrel 实际是圆柱形,用 Cube 缩放 (0.3, 0.3, 1.6) 更接近方冰箱外观。
C1.3 交互物标记(Interactables)
| # |
Actor 名称 |
位置 (X,Y,Z) |
触发半径 |
交互类型 |
引用 |
| 1 |
LVL_Z1_INTR_01_Fridge |
(720, 80, 80) |
150 |
观察 |
interaction #1 |
| 2 |
LVL_Z1_INTR_02_Gate |
(500, 780, 0) |
150 |
操作(门) |
interaction #2 |
| 3 |
LVL_Z1_INTR_06_TV |
(320, 80, 70) |
150 |
观察 |
interaction #6 |
v0.1 交互物用标识色 Cube 或 Sphere 占位放置,标记交互位置。大小约 30cm,MI_DevYellow。
实际交互逻辑代码在 6b-6f 子任务中实现。
C1.4 收集品标记(Collectibles)
| # |
Actor 名称 |
位置 (X,Y,Z) |
稀有度 |
引用 |
| 1 |
LVL_Z1_COLL_10_CatEyeMarble |
(870, 140, 0) |
稀有 |
collection #10 |
收集品用 Sphere 缩放至约 3cm,稀有用 MI_DevLight_Yellow(金色光标识),普通用 MI_DevWhite。
C2. Z3 — 主街道(Main Street)
区域绝对原点:(0, 800, 0)
C2.1 结构体(南墙 + 北墙)
南墙(Y=800 处,已含 Z1 院门和 Z2 店面):
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
旋转 |
材质 |
| 1 |
LVL_Z3_STR_SouthWall_C1 |
Wall_400x300 |
(1800, 800, 0) |
(0,0,0) |
MI_DevGray |
| 2 |
LVL_Z3_STR_SouthWall_C2 |
Wall_400x300 |
(2200, 800, 0) |
(0,0,0) |
MI_DevGray |
| 3 |
LVL_Z3_STR_SouthWall_C3 |
Wall_400x300 |
(2600, 800, 0) |
(0,0,0) |
MI_DevGray |
| 4 |
LVL_Z3_STR_SouthWall_C4 |
Wall_400x300 |
(3000, 800, 0) |
(0,0,0) |
MI_DevGray |
| 5 |
LVL_Z3_STR_SouthWall_C5 |
Wall_400x300 |
(3400, 800, 0) |
(0,0,0) |
MI_DevGray |
| 6 |
LVL_Z3_STR_SouthWall_C6 |
Wall_400x300 |
(3800, 800, 0) |
(0,0,0) |
MI_DevGray |
| 7 |
LVL_Z3_STR_SouthWall_D1 |
Wall_400x300 |
(4200, 800, 0) |
(0,0,0) |
MI_DevGray |
| 8 |
LVL_Z3_STR_SouthWall_D2 |
Wall_400x300 |
(4600, 800, 0) |
(0,0,0) |
MI_DevGray |
A 段 (X=0-1000) = Z1 院门区域(已由 Z1 南院墙覆盖)
B 段 (X=1000-1600) = Z2 店面区域(Z2 建筑南侧)
C 段 (X=1600-4000) = 6 块 Wall_400x300
D 段 (X=4000-5000) = 2 块 Wall_400x300
北墙(Y=1300 处):
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
旋转 |
材质 |
| 1 |
LVL_Z3_STR_NorthWall_A1 |
Wall_400x300 |
(200, 1300, 0) |
(0,0,0) |
MI_DevGray |
| 2 |
LVL_Z3_STR_NorthWall_A2 |
Wall_400x300 |
(600, 1300, 0) |
(0,0,0) |
MI_DevGray |
| 3 |
LVL_Z3_STR_NorthWall_A3 |
Wall_400x300 |
(1000, 1300, 0) |
(0,0,0) |
MI_DevGray |
| 4 |
LVL_Z3_STR_NorthWall_A4 |
Wall_400x300 |
(1400, 1300, 0) |
(0,0,0) |
MI_DevGray |
| 5 |
LVL_Z3_STR_NorthWall_A5 |
Wall_400x300 |
(1800, 1300, 0) |
(0,0,0) |
MI_DevGray |
| 6 |
LVL_Z3_STR_NorthWall_A6 |
Wall_200x300 |
(2100, 1300, 0) |
(0,0,0) |
MI_DevGray |
| 7 |
LVL_Z3_STR_NorthWall_C1 |
Wall_400x300 |
(2800, 1300, 0) |
(0,0,0) |
MI_DevGray |
| 8 |
LVL_Z3_STR_NorthWall_C2 |
Wall_400x300 |
(3200, 1300, 0) |
(0,0,0) |
MI_DevGray |
| 9 |
LVL_Z3_STR_NorthWall_C3 |
Wall_100x300 |
(3450, 1300, 0) |
(0,0,0) |
MI_DevGray |
B 段 (X=2300-2600) = 巷子入口,开放通行,无墙体
D 段 (X=3500-5000) = 空地入口,开放通行,无墙体
E 段 (X=5000) = 场景边界围挡
C2.2 布景物
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
材质 |
说明 |
| 1 |
LVL_Z3_PROP_PhoneBooth |
Cube |
(1800, 380, 0) |
(0.8, 0.8, 2.2) |
MI_DevGray |
街道北侧靠墙 |
| 2 |
LVL_Z3_PROP_Bicycle |
Car01 |
(2800, 880, 0) |
(0.2, 0.2, 0.2) |
— |
街道南侧 |
| 3 |
LVL_Z3_PROP_ClothesPole |
Beam_300 |
(1200, 1250, 180) |
— |
MI_DevWhite |
北墙处晾衣杆 |
| 4 |
LVL_Z3_PROP_ClothesPolePole |
Cylinder |
(1200, 1250, 0) |
(0.05, 0.05, 3.6) |
MI_DevGray |
支撑柱 |
| 5 |
LVL_Z3_PROP_SewerCover |
CirclePlatform |
(800, 1050, 0) |
(0.12, 0.12, 0.02) |
MI_DevGray |
路面中央 |
| 6 |
LVL_Z3_PROP_Graffiti |
Cube |
(3200, 1270, 100) |
(1.2, 0.05, 0.8) |
MI_DevYellow |
北墙C段墙面 |
| 7 |
LVL_Z3 PROP_AdWall |
DisplayPanels_400x200 |
(3800, 1280, 0) |
— |
MI_DevGray |
北墙D段手绘广告 |
| 8 |
LVL_Z3_PROP_TrashCan |
TrashCans_01 |
(4200, 850, 0) |
— |
MI_DevGreen |
街道南侧 |
| 9 |
LVL_Z3_PROP_PoleWest |
Cylinder |
(1000, 1050, 0) |
(0.04, 0.04, 12) |
MI_DevGray |
电线杆西 |
| 10 |
LVL_Z3_PROP_PoleEast |
Cylinder |
(3500, 1050, 0) |
(0.04, 0.04, 12) |
MI_DevGray |
电线杆东 |
公共电话亭替代:执行案建议 Cube+Cylinder 组合。用单个 Cube 缩放模拟方形电话亭。
下水道盖替代:CirclePlatform 缩小至约 60cm 直径,扁平放置。
C2.3 交互物
| # |
Actor 名称 |
位置 (X,Y,Z) |
触发半径 |
引用 |
| 1 |
LVL_Z3_INTR_04_PhoneBooth |
(1800, 380, 110) |
150 |
interaction #4 |
| 2 |
LVL_Z3_INTR_09_Graffiti |
(3200, 1270, 140) |
150 |
interaction #9 |
C2.4 收集品
| # |
Actor 名称 |
位置 (X,Y,Z) |
稀有度 |
引用 |
| 1 |
LVL_Z3_COLL_08_IceFlowerMarble |
(820, 1060, 0) |
普通 |
collection #8 |
C3. Z2 — 小卖部(Corner Shop)
区域绝对原点:(1000, 200, 0)
C3.1 结构体
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
旋转 |
材质 |
| 1 |
LVL_Z2_STR_SouthWall |
Wall_400x300 |
(1200, 200, 0) |
(0,0,0) |
MI_DevOrange |
| 2 |
LVL_Z2_STR_SouthWall2 |
Wall_200x300 |
(1500, 200, 0) |
(0,0,0) |
MI_DevOrange |
| 3 |
LVL_Z2_STR_WestWall |
Wall_400x300 |
(1000, 400, 0) |
(0,90,0) |
MI_DevOrange |
| 4 |
LVL_Z2_STR_WestWallTop |
Wall_400x100 |
(1000, 400, 300) |
(0,90,0) |
MI_DevOrange |
| 5 |
LVL_Z2_STR_EastWall |
Wall_400x300 |
(1580, 400, 0) |
(0,90,0) |
MI_DevOrange |
| 6 |
LVL_Z2_STR_EastWallTop |
Wall_400x100 |
(1580, 400, 300) |
(0,90,0) |
MI_DevOrange |
| 7 |
LVL_Z2_STR_NorthWall_West |
Wall_200x300 |
(1100, 580, 0) |
(0,0,0) |
MI_DevOrange |
| 8 |
LVL_Z2_STR_NorthWall_Garage |
WallDoorGarage_400x300 |
(1300, 580, 0) |
(0,0,0) |
MI_DevOrange |
| 9 |
LVL_Z2_STR_NorthWall_East |
Wall_200x300 |
(1500, 580, 0) |
(0,0,0) |
MI_DevOrange |
| 10 |
LVL_Z2_STR_GarageDoor |
GarageDoorOpen_01 |
(1300, 580, 0) |
(0,0,0) |
MI_DevGray |
| 11 |
LVL_Z2_STR_Roof_01 |
Floor_300x400 |
(1250, 400, 280) |
(0,0,0) |
MI_DevBrown |
| 12 |
LVL_Z2_STR_Roof_02 |
Floor_300x400 |
(1350, 400, 280) |
(0,0,0) |
MI_DevBrown |
| 13 |
LVL_Z2_STR_Awning_01 |
Floor_200x300 |
(1100, 700, 260) |
(0,0,0) |
MI_DevWhite |
| 14 |
LVL_Z2_STR_Awning_02 |
Floor_200x300 |
(1400, 700, 260) |
(0,0,0) |
MI_DevWhite |
C3.2 布景物
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
材质 |
说明 |
| 1 |
LVL_Z2_PROP_Counter |
Cube |
(1200, 500, 0) |
(2, 0.6, 0.9) |
MI_DevGlassWhite |
玻璃柜台 |
| 2 |
LVL_Z2_PROP_ShelfEast_01 |
Fence_Small_400 |
(1520, 300, 0) |
(1, 1, 1.8) |
MI_DevGray |
东墙货架(竖放) |
| 3 |
LVL_Z2_PROP_ShelfEast_02 |
Fence_Small_400 |
(1520, 300, 180) |
(1, 1, 1.8) |
MI_DevGray |
二层 |
| 4 |
LVL_Z2_PROP_ShelfSouth |
Fence_Small_400 |
(1100, 230, 0) |
(1, 1, 1.8) |
MI_DevGray |
南墙货架 |
| 5 |
LVL_Z2_PROP_Freezer |
Container_Normal |
(1050, 400, 0) |
(0.25, 0.15, 0.4) |
MI_DevWhite |
老式冰柜 |
| 6 |
LVL_Z2_PROP_SmallTV |
Monitor_01 |
(1350, 540, 90) |
(0.6, 0.6, 0.6) |
MI_DevGray |
柜台角落 |
| 7 |
LVL_Z2_PROP_Signboard |
Cube |
(1150, 610, 280) |
(3, 0.05, 0.4) |
MI_DevBlue |
招牌 |
| 8 |
LVL_Z2_PROP_CardRack |
Cube |
(1400, 550, 0) |
(0.4, 0.2, 0.3) |
MI_DevGray |
卡片架 |
冰柜替代:执行案建议 Cube 缩放。Container_Normal 缩小后也合适。Cube 更简单。
货架替代:Fence_Small_400 竖放并 Y 缩放模拟多层货架。
C3.3 交互物
| # |
Actor 名称 |
位置 (X,Y,Z) |
触发半径 |
引用 |
| 1 |
LVL_Z2_INTR_05_ShopOwner |
(1300, 480, 0) |
200 |
interaction #5 |
| 2 |
LVL_Z2_INTR_07_SnackShelf |
(1520, 350, 90) |
150 |
interaction #7 |
C3.4 收集品
| # |
Actor 名称 |
位置 (X,Y,Z) |
稀有度 |
引用 |
| 1 |
LVL_Z2_COLL_09_BouncyBall |
(1300, 700, 0) |
普通 |
collection #9 |
C4. Z4 — 空地(Vacant Lot)
区域绝对原点:(3500, 1300, 0)
C4.1 结构体
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
旋转 |
材质 |
| 1 |
LVL_Z4_STR_EastBound_01 |
BarrierWall_600 |
(4980, 1600, 0) |
(0,90,0) |
MI_DevBlue |
| 2 |
LVL_Z4_STR_EastBound_02 |
BarrierWall_600 |
(4980, 2200, 0) |
(0,90,0) |
MI_DevBlue |
| 3 |
LVL_Z4_STR_NorthBound_01 |
BarrierWall_600 |
(3800, 2480, 0) |
(0,0,0) |
MI_DevBlue |
| 4 |
LVL_Z4_STR_NorthBound_02 |
BarrierWall_600 |
(4400, 2480, 0) |
(0,0,0) |
MI_DevBlue |
| 5 |
LVL_Z4_STR_NorthBound_03 |
BarrierWall_200 |
(4700, 2480, 0) |
(0,0,0) |
MI_DevBlue |
| 6 |
LVL_Z4_STR_WestLowWall_01 |
BarrierWall_200 |
(3500, 1500, 0) |
(0,90,0) |
MI_DevGray |
| 7 |
LVL_Z4_STR_WestLowWall_02 |
BarrierWall_200 |
(3500, 1900, 0) |
(0,90,0) |
MI_DevGray |
| 8 |
LVL_Z4_STR_WestLowWall_03 |
BarrierWall_200 |
(3500, 2300, 0) |
(0,90,0) |
MI_DevGray |
BarrierWall 高度注意:BarrierWall_600/200 实际高度仅 100cm。设计要求围挡 200cm。需堆叠 2 层。
每个 BarrierWall 上方放置一个相同资产,Z 偏移 +100。
替代方案:用 Wall_400x300 旋转 90° 后更高效(300cm 高度一次到位)。
C4.2 布景物
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
材质 |
说明 |
| 1 |
LVL_Z4_PROP_BigTree |
Tree_01 |
(4250, 1900, 10) |
(1.2, 1.2, 1.2) |
MI_DevFoliage |
中央偏北 |
| 2 |
LVL_Z4_PROP_Bricks_01~05 |
WoodenBox_Small |
(3700, 1600~1800, 10) 随机散布 |
— |
— |
5 块散落 |
| 3 |
LVL_Z4_PROP_Puddle |
Cube |
(4600, 1500, 5) |
(1.2, 0.8, 0.01) |
MI_DevGlassBlue |
积水坑 |
| 4 |
LVL_Z4_PROP_MarbleCircle |
CirclePlatform |
(4100, 1800, 12) |
(0.16, 0.16, 0.01) |
MI_DevGray |
弹珠圈痕迹 |
| 5 |
LVL_Z4_PROP_Debris_01 |
WoodenPallet_01 |
(4800, 2300, 10) |
— |
— |
废弃建材 |
| 6 |
LVL_Z4_PROP_Debris_02 |
WoodenBox_Normal |
(4850, 2250, 10) |
— |
— |
废弃建材 |
C4.3 交互物
| # |
Actor 名称 |
位置 (X,Y,Z) |
触发半径 |
引用 |
| 1 |
LVL_Z4_INTR_03_BlueMarble |
(3900, 1700, 10) |
100 |
interaction #3 ↔ collection #1 |
| 2 |
LVL_Z4_INTR_08_SmallStone |
(4550, 1550, 10) |
100 |
interaction #8 ↔ collection #3 |
C4.4 收集品
| # |
Actor 名称 |
位置 (X,Y,Z) |
稀有度 |
引用 |
| 1 |
LVL_Z4_COLL_01_BlueMarble |
(3900, 1700, 10) |
普通 |
collection #1 |
| 2 |
LVL_Z4_COLL_03_SmallStone |
(4550, 1550, 10) |
普通 |
collection #3 |
| 3 |
LVL_Z4_COLL_04_LuZhishenCard |
(3720, 1610, 10) |
稀有 |
collection #4 |
C5. Z5 — 巷子(Alley)
区域绝对原点:(2300, 1300, 0)
C5.1 结构体
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
旋转 |
材质 |
| 1 |
LVL_Z5_STR_WestWall_01 |
Wall_400x300 |
(2300, 1500, 0) |
(0,90,0) |
MI_DevWhite |
| 2 |
LVL_Z5_STR_WestWall_02 |
Wall_400x300 |
(2300, 1900, 0) |
(0,90,0) |
MI_DevWhite |
| 3 |
LVL_Z5_STR_WestWall_03 |
Wall_400x300 |
(2300, 2300, 0) |
(0,90,0) |
MI_DevWhite |
| 4 |
LVL_Z5_STR_WestWall_04 |
Wall_400x300 |
(2300, 2700, 0) |
(0,90,0) |
MI_DevWhite |
| 5 |
LVL_Z5_STR_WestWall_05 |
Wall_400x300 |
(2300, 3100, 0) |
(0,90,0) |
MI_DevWhite |
| 6 |
LVL_Z5_STR_EastWall_01 |
Wall_400x300 |
(2580, 1500, 0) |
(0,90,0) |
MI_DevWhite |
| 7 |
LVL_Z5_STR_EastWall_02 |
Wall_400x300 |
(2580, 1900, 0) |
(0,90,0) |
MI_DevWhite |
| 8 |
LVL_Z5_STR_EastWall_03 |
Wall_400x300 |
(2580, 2300, 0) |
(0,90,0) |
MI_DevWhite |
| 9 |
LVL_Z5_STR_EastWall_04 |
Wall_400x300 |
(2580, 2700, 0) |
(0,90,0) |
MI_DevWhite |
| 10 |
LVL_Z5_STR_EastWall_05 |
Wall_400x300 |
(2580, 3100, 0) |
(0,90,0) |
MI_DevWhite |
墙高 300cm > 设计要求 300cm,匹配。
巷子宽度 = 2580-2300-20(墙厚) = 260cm,接近设计 300cm。偏差 +40cm(详见报告)。
C5.2 布景物
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
材质 |
说明 |
| 1 |
LVL_Z5_PROP_WasteBox |
WoodenBox_Small |
(2380, 2900, 0) |
— |
— |
巷子深处靠西墙 |
| 2 |
LVL_Z5_PROP_SpiderWeb |
Cube |
(2305, 2100, 250) |
(0.3, 0.3, 0.01) |
MI_DevWhite |
西墙高处薄片 |
| 3 |
LVL_Z5_PROP_OldWindow |
FakeWindowsFrame |
(2310, 2100, 150) |
— |
MI_DevGray |
西墙中段 |
| 4 |
LVL_Z5_PROP_FlowerPot |
Cylinder |
(2340, 2100, 150) |
(0.2, 0.2, 0.25) |
MI_DevGreen |
窗台花盆 |
| 5 |
LVL_Z5_PROP_Moss |
Cube |
(2400, 2700, 0) |
(0.6, 0.4, 0.01) |
MI_DevFoliage |
地面青苔 |
C5.3 交互物
| # |
Actor 名称 |
位置 (X,Y,Z) |
触发半径 |
引用 |
| 1 |
LVL_Z5_INTR_10_WasteBox |
(2380, 2900, 25) |
150 |
interaction #10 |
C5.4 收集品
| # |
Actor 名称 |
位置 (X,Y,Z) |
稀有度 |
引用 |
| 1 |
LVL_Z5_COLL_02_RedMarble |
(2500, 3000, 0) |
普通 |
collection #2 |
Z5-C07(水浒卡·武松)在废纸箱内,不单独放置,通过翻找获得。
C6. Z6 — 水塘边(Pond)
区域绝对原点:(1600, 3300, 0)
C6.1 结构体(见 B1 地面部分已铺设)
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
旋转 |
材质 |
| 1 |
LVL_Z6_STR_EastBound_01 |
BarrierWall_600 |
(3080, 3600, 0) |
(0,90,0) |
MI_DevBlue |
| 2 |
LVL_Z6_STR_EastBound_02 |
BarrierWall_600 |
(3080, 4200, 0) |
(0,90,0) |
MI_DevBlue |
| 3 |
LVL_Z6_STR_NorthBound_01 |
BarrierWall_600 |
(1900, 4680, 0) |
(0,0,0) |
MI_DevBlue |
| 4 |
LVL_Z6_STR_NorthBound_02 |
BarrierWall_600 |
(2500, 4680, 0) |
(0,0,0) |
MI_DevBlue |
| 5 |
LVL_Z6_STR_NorthBound_03 |
BarrierWall_200 |
(2800, 4680, 0) |
(0,0,0) |
MI_DevBlue |
同 Z4,BarrierWall 需堆叠 2 层达到 200cm。
C6.2 布景物
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
材质 |
说明 |
| 1 |
LVL_Z6_PROP_Reeds_S1~5 |
Cylinder |
(1800, 3600, 0) 随机偏移 |
(0.08, 0.08, 2) |
MI_DevFoliage |
南岸左 5 根 |
| 2 |
LVL_Z6_PROP_Reeds_S2_1~5 |
Cylinder |
(2700, 3600, 0) 随机偏移 |
(0.08, 0.08, 2) |
MI_DevFoliage |
南岸右 5 根 |
| 3 |
LVL_Z6_PROP_Reeds_E_1~3 |
Cylinder |
(2900, 4100, 0) 随机偏移 |
(0.08, 0.08, 1.6) |
MI_DevFoliage |
东岸 3 根 |
| 4 |
LVL_Z6_PROP_LilyPad_1~4 |
CirclePlatform |
(2200, 3900, -18) 随机 |
(0.06, 0.06, 0.01) |
MI_DevGreen |
水面荷叶 |
| 5 |
LVL_Z6_PROP_Frog |
Cube |
(2100, 3680, 0) |
(0.05, 0.05, 0.04) |
MI_DevGreen |
南岸小青蛙 |
C6.3 收集品
| # |
Actor 名称 |
位置 (X,Y,Z) |
稀有度 |
引用 |
| 1 |
LVL_Z6_COLL_05_CandyWrapper |
(2000, 3500, 0) |
普通 |
collection #5 |
| 2 |
LVL_Z6_COLL_06_Eraser |
(2500, 3450, 0) |
普通 |
collection #6 |
C7. Z7 — 老居民楼(背景装饰)
区域绝对原点:(5800, 200, 0)
C7.1 结构体
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
材质 |
| 1 |
LVL_Z7_STR_Building |
Building_01 |
(6400, 800, 0) |
— |
MI_DevGray |
| 2 |
LVL_Z7_STR_CollisionFront |
Wall_400x300 |
(6200, 150, 0) |
— |
MI_DevGray |
| 3 |
LVL_Z7_STR_CollisionFront2 |
Wall_400x300 |
(6600, 150, 0) |
— |
MI_DevGray |
| 4 |
LVL_Z7_STR_CollisionFront3 |
Wall_400x300 |
(7000, 150, 0) |
— |
MI_DevGray |
| 5 |
LVL_Z7_STR_CollisionSide |
Wall_400x300 |
(5750, 400, 0) |
(0,90,0) |
MI_DevGray |
| 6 |
LVL_Z7_STR_CollisionSide2 |
Wall_400x300 |
(5750, 800, 0) |
(0,90,0) |
MI_DevGray |
Building_01 放置在 (6400, 800) — 即区域中心偏南。
碰撞围墙阻挡玩家靠近。Building_01 的默认尺寸可能与设计 1200×600 有出入,需在编辑器中调整。
C7.2 布景物
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
缩放 |
材质 |
说明 |
| 1 |
LVL_Z7_PROP_ClothesPole_01 |
Beam_300 |
(6100, 190, 800) |
— |
MI_DevWhite |
阳台晾衣杆 |
| 2 |
LVL_Z7_PROP_ClothesPole_02 |
Beam_300 |
(6500, 190, 1200) |
— |
MI_DevWhite |
不同楼层 |
| 3 |
LVL_Z7_PROP_ClothesPole_03 |
Beam_300 |
(6900, 190, 1600) |
— |
MI_DevWhite |
不同楼层 |
| 4 |
LVL_Z7_PROP_TrashCan |
TrashCans_01 |
(6000, 140, 0) |
— |
MI_DevGreen |
楼下地面 |
五、Phase C — 全局物件
G-01 路灯(3 个)
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
材质 |
| 1 |
LVL_Z3_LGT_StreetLight_01 |
RoadLamp_01 |
(1500, 1050, 0) |
— |
| 2 |
LVL_Z3_LGT_StreetLight_02 |
RoadLamp_01 |
(3000, 1050, 0) |
— |
| 3 |
LVL_Z3_LGT_StreetLight_03 |
RoadLamp_01 |
(4500, 1050, 0) |
— |
G-02 垃圾桶(2 个,街道南侧)
Z3-P07 已放置 1 个在 (4200, 850),补 1 个:
| # |
Actor 名称 |
资产 |
位置 (X,Y,Z) |
材质 |
| 1 |
LVL_Z3_PROP_TrashCan_02 |
TrashCans_01 |
(2000, 850, 0) |
MI_DevGreen |
六、Phase D — 光照
D1 全局光源
| # |
Actor 名称 |
类型 |
参数 |
| 1 |
LVL_Global_DirectionalLight |
Directional Light |
色温 ~5500K 暖白;从西南照射(Rotation 约 Yaw=315°, Pitch=-45°);强度中等 |
| 2 |
LVL_Global_SkyLight |
Sky Light |
强度低-中;提供环境补光 |
Rotation 参考:夏日午后 15:00,太阳从西南方向。Yaw 约 315°(西北到西南之间),Pitch 约 -45°。
实际操作:在编辑器中调整 Directional Light 的 Rotation 直到视觉效果符合"温暖午后"氛围。光照参数均为建议值,可调。
D2 路灯点光源(3 个)
| # |
Actor 名称 |
类型 |
位置 (X,Y,Z) |
参数 |
| 1 |
LVL_Z3_LGT_PointLight_01 |
Point Light |
(1500, 1050, 400) |
暖黄色,低强度 |
| 2 |
LVL_Z3_LGT_PointLight_02 |
Point Light |
(3000, 1050, 400) |
暖黄色,低强度 |
| 3 |
LVL_Z3_LGT_PointLight_03 |
Point Light |
(4500, 1050, 400) |
暖黄色,低强度 |
v0.1 路灯为装饰性光源,午后阳光下几乎不可见。
七、Phase E — 验证清单
E1 角色比例检查
以主角(身高 ~120cm,摄像机 ~100cm)验证:
E2 流线通行检查
E3 尺寸偏差验证
八、Actor 统计
| 类别 |
数量 |
说明 |
| 结构体 (STR) |
~80 |
墙体、地板、门框、屋顶、围挡 |
| 布景 (PROP) |
~45 |
家具、装饰、车辆、植被 |
| 交互物 (INTR) |
10 |
占位标记(后续实现交互逻辑) |
| 收集品 (COLL) |
10 |
占位标记(后续实现拾取逻辑) |
| 边界 (BND) |
~45 |
四面围挡 |
| 光源 (LGT) |
5 |
1 定向光 + 1 天空光 + 3 路灯 |
| 合计 |
~195 |
|