PageSourceSearch

https://ra2map.github.io/assets/chaleb-art-designing-basic-tutorial-BC0hpZ4X.js

js ra2map.github.io collected 2026-10-03 09:49:12 UTC 6,876 bytes, 1 lines download raw bytes

1import{_ as u}from"./ValaxyMain.vue_vue_type_style_index_0_lang-ClDu1Ntj.js";import{_ as f}from"./TxCard.vue_vue_type_style_index_0_lang-BXeB3Efk.js";import{k as g,l as b,o as P,w as t,m as r,a as e,b as S,d as s,j as v,p as m}from"./app-CjrUvp9y.js";import"./YunCloud-Csf50OwO.js";import"./tags-BchB4_tI.js";import"./YunFooter.vue_vue_type_script_setup_true_lang-CbNh4SyL.js";import"./YunCard.vue_vue_type_script_setup_true_lang-zOI1qsDI.js";import"./YunPostMeta.vue_vue_type_style_index_0_lang-CsJM4mWi.js";import"./index-C2WUO9Ih.js";import"./YunPageHeader.vue_vue_type_script_setup_true_lang-DFGiOmuj.js";import"./post-Dnmkh9iV.js";const j={__name:"chaleb-art-designing-basic-tutorial",setup(H,{expose:p}){const o=JSON.parse('{"title":"ChaleB文集:RA2美工设计入门指引","description":"","frontmatter":{"title":"ChaleB文集:RA2美工设计入门指引","date":"2023-11-02","updated":"2023-11-02","categories":"自定义游戏资源","tags":["进阶","合集"],"author":"ChaleB, 轻稚天雪"},"headers":[{"level":2,"title":"第一章 - 基础思想概述","slug":"第一章-基础思想概述","link":"#第一章-基础思想概述","children":[]},{"level":2,"title":"第二章 - Voxel创作基本指南","slug":"第二章-voxel创作基本指南","link":"#第二章-voxel创作基本指南","children":[]},{"level":2,"title":"第三章 - SHP创作基本指南(一) - SHP原理概论","slug":"第三章-shp创作基本指南-一-shp原理概论","link":"#第三章-shp创作基本指南-一-shp原理概论","children":[]},{"level":2,"title":"第四章 - SHP基本指南(二) - SHP Builder入门","slug":"第四章-shp基本指南-二-shp-builder入门","link":"#第四章-shp基本指南-二-shp-builder入门","children":[]},{"level":2,"title":"第五章 - SHP基本指南(三) - ImageShaper入门","slug":"第五章-shp基本指南-三-imageshaper入门","link":"#第五章-shp基本指南-三-imageshaper入门","children":[]}],"relativePath":"pages/posts/chaleb-art-designing-basic-tutorial.md","path":"C:/code/web/valaxy-blog/pages/posts/chaleb-art-designing-basic-tutorial.md","lastUpdated":null}'),n=g(),i=o.frontmatter||{};return n.meta.frontmatter=Object.assign(n.meta.frontmatter||{},o.frontmatter||{}),m("pageData",o),m("valaxy:frontmatter",i),globalThis.$frontmatter=i,p({frontmatter:{title:"ChaleB文集:RA2美工设计入门指引",date:"2023-11-02",updated:"2023-11-02",categories:"自定义游戏资源",tags:["进阶","合集"],author:"ChaleB, 轻稚天雪"}}),(l,a)=>{const d=f,h=u;return P(),b(h,{frontmatter:v(i)},{"main-content-md":t(()=>[a[1]||(a[1]=e("blockquote",null,[e("p",null,"Ra2map:本文为轻稚天雪对以下专栏内文章的简要概括,详情请看原文。Ra2map 不打算将专栏全文转载到这里。因为 B 站阅读足够好,转载只是无意义的重复劳动。")],-1)),S(d,{title:"红色警戒2美工设计入门指引",url:"https://www.bilibili.com/read/readlist/rl124640",author:"ChaleB",date:"2020-02-08",imgPath:"/img/clb_avatar.jpg"},{default:t(()=>a[0]||(a[0]=[s("非常高兴能看到越来越多的人关注和试着去了解红色警戒2这款经典的即时战略游戏的模组创作,一个经典的游戏,如果没有新鲜血液的加入,终有一天也会消失在历史的长河之中,感谢每一位热爱这个游戏的玩家和创作者们,因为有了你们,红色警戒2才能在如今依然散发着独特的魅力。")])),_:1}),a[2]||(a[2]=e("p",null,"Ra2的热度需要新鲜血液维持,而目前由于教程老旧等原因,新人在ra2mod美工方向难以入门,本篇美工设计入门指引就是为了方便新人快捷直观了解红色警戒2的美工实际内容和学习方向,提供大概的方向指引。",-1)),a[3]||(a[3]=e("h2",{id:"第一章-基础思想概述",tabindex:"-1"},[s("第一章 - 基础思想概述 "),e("a",{class:"header-anchor",href:"#第一章-基础思想概述","aria-label":'Permalink to "第一章 - 基础思想概述"'},"​")],-1)),a[4]||(a[4]=e("p",null,"介绍ra2主要的两种美工素材类型以及制作工具,Voxel(简称VXL)是一种多层点阵模型,而SHP,是一种由索引色调色盘指示的多帧序列,均不属于3D素材。",-1)),a[5]||(a[5]=e("h2",{id:"第二章-voxel创作基本指南",tabindex:"-1"},[s("第二章 - Voxel创作基本指南 "),e("a",{class:"header-anchor",href:"#第二章-voxel创作基本指南","aria-label":'Permalink to "第二章 - Voxel创作基本指南"'},"​")],-1)),a[6]||(a[6]=e("p",null,"在这一章里,UP着重从零讲起如何创作Voxel模型素材。UP简单介绍了VSEv1.3.8的工作界面构成,然后直接如何创作开始讲起。",-1)),a[7]||(a[7]=e("p",null,"首先你要有3D构思能力,然后便进入基本操作的流程,最后,你要多学其他人的优秀模型。",-1)),a[8]||(a[8]=e("h2",{id:"第三章-shp创作基本指南-一-shp原理概论",tabindex:"-1"},[s("第三章 - SHP创作基本指南(一) - SHP原理概论 "),e("a",{class:"header-anchor",href:"#第三章-shp创作基本指南-一-shp原理概论","aria-label":'Permalink to "第三章 - SHP创作基本指南(一) - SHP原理概论"'},"​")],-1)),a[9]||(a[9]=e("p",null,"制作SHP涉及多个软件,如果原创还要用到3D建模软件,门槛较高。而SHP可以分为建筑物、步兵、单位
1(飞行器/载具)、特效和动画。",-1)),a[10]||(a[10]=e("h2",{id:"第四章-shp基本指南-二-shp-builder入门",tabindex:"-1"},[s("第四章 - SHP基本指南(二) - SHP Builder入门 "),e("a",{class:"header-anchor",href:"#第四章-shp基本指南-二-shp-builder入门","aria-label":'Permalink to "第四章 - SHP基本指南(二) - SHP Builder入门"'},"​")],-1)),a[11]||(a[11]=e("p",null,"在本章节中,UP重点讲解SHP Builder的基本使用方法。",-1)),a[12]||(a[12]=e("h2",{id:"第五章-shp基本指南-三-imageshaper入门",tabindex:"-1"},[s("第五章 - SHP基本指南(三) - ImageShaper入门 "),e("a",{class:"header-anchor",href:"#第五章-shp基本指南-三-imageshaper入门","aria-label":'Permalink to "第五章 - SHP基本指南(三) - ImageShaper入门"'},"​")],-1)),a[13]||(a[13]=e("p",null,"ImageShaper 基本使用手册。",-1))]),"main-header":t(()=>[r(l.$slots,"main-header")]),"main-header-after":t(()=>[r(l.$slots,"main-header-after")]),"main-nav":t(()=>[r(l.$slots,"main-nav")]),"main-content":t(()=>[r(l.$slots,"main-content")]),"main-content-after":t(()=>[r(l.$slots,"main-content-after")]),"main-nav-before":t(()=>[r(l.$slots,"main-nav-before")]),"main-nav-after":t(()=>[r(l.$slots,"main-nav-after")]),comment:t(()=>[r(l.$slots,"comment")]),footer:t(()=>[r(l.$slots,"footer")]),aside:t(()=>[r(l.$slots,"aside")]),"aside-custom":t(()=>[r(l.$slots,"aside-custom")]),default:t(()=>[r(l.$slots,"default")]),_:3},8,["frontmatter"])}}};export{j as default};

Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.