CN117830494A - Game map processing method and device, electronic equipment and readable storage medium - Google Patents

Game map processing method and device, electronic equipment and readable storage medium Download PDF

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Publication number
CN117830494A
CN117830494A CN202410110652.4A CN202410110652A CN117830494A CN 117830494 A CN117830494 A CN 117830494A CN 202410110652 A CN202410110652 A CN 202410110652A CN 117830494 A CN117830494 A CN 117830494A
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map
game
mapping
type
game map
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于建建
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Publication of CN117830494A publication Critical patent/CN117830494A/en
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Abstract

The embodiment of the invention provides a game map processing method, a device, electronic equipment and a readable storage medium, wherein the method comprises the following steps: obtaining a map type of a game map; wherein the game map is a different map used in the game; displaying the game map based on the map type; wherein, the target game map in the game map is displayed in a preset form; setting an incorrect game map for the map option for the target game map; in response to the modification operation, the current mapping option of the target game mapping is reset. The target game map is displayed in a preset mode based on the map type, and the current map option of the target game map can be reset while the user is informed of the setting error of the current map option, so that an artist can form the importing setting of the correct map in the early stage, and the optimal setting of the game map in the process of importing the target game map into a game engine is realized.

Description

Game map processing method and device, electronic equipment and readable storage medium
Technical Field
The present invention relates to the field of game technologies, and in particular, to a game map processing method, a game map processing device, a corresponding electronic device, and a corresponding computer-readable storage medium.
Background
In the game development process, the game map can be imported into a game engine for use in a default mode, wherein game artistic personnel can use the game map in a direct calling mode.
However, when the modification of the maps is required in the game engine, each map in the catalog needs to be manually searched, each map is opened, and then each corresponding map option is manually modified according to the color information of each map, so as to achieve the effect of optimal setting of each map, and the manual screening and manual modification methods take a long time and are easy to be wrong.
Disclosure of Invention
In view of the above, embodiments of the present invention have been made to provide a game map processing method, a game map processing apparatus, a corresponding electronic device, and a corresponding computer-readable storage medium that overcome or at least partially solve the above problems.
The embodiment of the invention discloses a game map processing method, which comprises the following steps:
obtaining a map type of the game map; wherein the game map is a different map used in a game;
Displaying the game map based on the map type, wherein a target game map in the game map is displayed in a preset form; the target game map is a game map with wrong map option setting;
and resetting the current mapping options of the target game mapping in response to the modification operation.
The embodiment of the invention also discloses a game map processing device, which comprises:
the map type acquisition module is used for acquiring the map type of the game map; wherein the game map is a different map used in a game;
the game map display module is used for displaying the game map based on the map type, wherein the target game map in the game map is displayed in a preset form; the target game map is a game map with wrong map option setting;
and the game map processing module is used for resetting the current map options of the target game map in response to the modification operation.
The embodiment of the invention also discloses an electronic device, which comprises: a processor, a memory, and a computer program stored on the memory and executable on the processor, the computer program implementing any of the game map processing methods when executed by the processor.
The embodiment of the invention also discloses a computer readable storage medium, wherein the computer readable storage medium stores a computer program, and the computer program realizes the game map processing method according to any one of the above methods when being executed by a processor.
The embodiment of the invention has the following advantages:
in the embodiment of the invention, different maps used in the game are displayed by acquiring the types of the maps of the game map, wherein the target game map in the game map can be displayed in a preset form, the displayed target game map is a map option setting error game map, and at the moment, the current map option of the target game map with the map option setting error can be reset in response to the modification operation. The target game map is displayed in a preset form based on the map type of the game map, and the current map option of the target game map can be reset while informing the user of the setting error of the current map option, so that the current map option of the target game map is set to be in an optimal state through the refined map type of each game map, thereby enabling an artist to form the importing setting of the correct map in the early stage, and realizing the optimal setting of the game map in the process of importing the game map into a game engine.
Drawings
FIG. 1 is a flow chart of steps of an embodiment of a game map processing method of the present invention;
FIG. 2 is a flow chart of steps of another embodiment of a game map processing method of the present invention;
FIG. 3 is an exemplary diagram of processing a game map provided by an embodiment of the present invention;
FIG. 4 is a block diagram illustrating an embodiment of a game map processing device of the present invention.
Detailed Description
In order that the above-recited objects, features and advantages of the present invention will become more readily apparent, a more particular description of the invention will be rendered by reference to the appended drawings and appended detailed description.
To facilitate an understanding of the invention by those skilled in the art, the following description of terms or nouns used in connection with the various embodiments of the invention described below are provided:
UE4: is a commercial game engine for producing games.
UE4 blueprint: is a graphical programming mode and can be used for manufacturing and writing plug-in tools for the UE4 engine.
Class of mapping: mainly refers to the type used to distinguish the map, e.g. whether the map is a black and white map, whether it is a color picture, whether the color picture is with Alpha channels, etc.
Alpha channel: reference is made to a particular channel, meaning an "achromatic" channel, which can be used mainly for saving and editing selections.
sRGB mode: standard Red Green Blue is a standard color space for representing colors in digital images and video. After the mode is turned on, the picture will be Gamma corrected.
Gamma correction: also known as Gamma non-linearisation or Gamma coding, is a non-linear or inverse operation of the luminance or tri-stimulus values of light in a film or video system.
Mapping compression mode: after the pictures are imported into the UE4 engine, the pictures are uniformly compressed by the default engine, different compression models are required to be set for different pictures, for example, BC5 compression mode is used for normal mapping, and DXT5 compression mode is used for the pictures imported into the engine by default.
BC4 compression mode: refers to a mode of compression using a BC4 compression algorithm, BC4 being a dxgi_format_bc4_unorm FORMAT compression algorithm.
BC7 compression mode: the block compression algorithm is mainly used for compressing textures.
DXT5 compression mode: is a texture compression format commonly used for graphics rendering.
BC5 compression mode: refers to the manner in which texture compression is performed using the BC5 compression algorithm.
Map size: refers to the resolution of the length and width of the map.
In the game development process, the game map can be imported into the game engine for use in a default mode, and game art staff often directly call and use the game map in the use process, and the game map cannot be modified to an optimal setting for maps of different map types, and the optimal setting for the special effect map can be expressed as a BC4 compression mode for black and white maps, a BC7 compression mode for color maps with Alpha mode, a DXT5 compression mode for color maps without Alpha mode, a BC5 compression mode for normal maps, and the like.
Because of the use mode of direct calling, the used game map is reduced in precision due to the setting reason, and even the color information of the map is wrong.
In the related art for setting the game map, if the game map is to be modified, it is required to manually search each map in the catalog, open each map, then according to the color information of each map, and then manually modify each corresponding map option to achieve the effect of optimal setting of each map. However, manually screening each type of map would take a long time, and selecting the option modification of the corresponding compression mode, etc. based on each map type alone is also prone to error, making it difficult to quickly implement setting optimization for the game map.
Aiming at the problem of complicated operation caused by manual modification of a large number of special effect maps, the embodiment of the invention adopts a mode of manufacturing a visualization tool to realize screening of corresponding resources so as to screen the maps used in the game, is convenient for displaying the types of the maps in batches according to different types of the maps, and displays or sets a map sRGB mode, a map compression mode, a map size and the like, namely each type of map which can be thinned, and sets the maps of each type of map as an optimal state. Furthermore, the resource with wrong mapping setting can be prompted in the panel, so that the purpose of prompting standard art staff to correctly set the mapping is achieved, and the art staff can form the importing setting of the correct mapping in the earlier stage. In addition, a one-key repair function can be provided, so that the mapping with wrong mapping option setting is corrected to the correct mapping option setting.
Referring to fig. 1, a flowchart illustrating steps of an embodiment of a game map processing method of the present invention may specifically include the following steps:
step 101, obtaining a map type of a game map;
a game map, which may refer to a plurality of maps used in a game, may generally be a map imported to a game engine or a game resource selected prior to importing the game engine.
The map types of the game map may be used to indicate different kinds of game maps, including but not limited to gray level maps, color maps, normal maps, etc., wherein different map types may be set corresponding to different map options, so that they can be set to optimal states respectively via the different map types for the game map that are refined later.
In one embodiment of the invention, the game map may be acquired first, and after the game map is acquired, the map type of the game map may be acquired, so that the map options of the game map may be set correspondingly based on the map type.
The method of obtaining the map type may be expressed as a determination implementation via the map information of the game map. In practical applications, the mapping information of the game mapping may be obtained, and then the mapping type of the game mapping may be determined based on the mapping information, where the mapping information may include, but is not limited to, color channel information, pixel information, mapping compression mode, etc., and the embodiment of the present invention is not limited to this specific determination mode.
Illustratively, the number of the imported maps in the game engine or the selected imported maps of the game engine, i.e., the number of the maps used in the game, is a large number, and the determination of the map type of the game map may be performed in batch, i.e., the determination of the map type of the game map in batch, which is not limited to this embodiment of the present invention.
Step 102, displaying the game map based on the map type;
the different tile types correspond to different tile option settings, after determining the tile type of the game tile, indicating that the tile option to which the game tile should be set has been determined, at which point the game tile may be displayed.
For the display of the game map, the method can be specifically represented by selecting a corresponding form for the game map to display based on whether the map option currently set by the game map is consistent with the map option which should be set by the game map. Wherein, in the case that the currently set map option and the map option which should be set are inconsistent, it may be determined that the map option sets the wrong game map, i.e., the target game map.
In one embodiment of the present invention, in order to identify a game map with a wrong map option setting, a target game map in the game map may be displayed in a preset form, so that a user is reminded of the current map option setting error through the display of the preset form in the preset panel, and the map option of the target game map displayed in the preset form is set, thereby realizing optimal setting.
Step 103, resetting the current map option of the target game map in response to the modification operation.
The optimal setting of the mapping options for the target game mapping may be manifested as resetting the current mapping options for the target game mapping in response to a modification operation.
Specifically, a control with a one-touch modification function may be provided in the preset panel, and at this time, in response to a touch operation on the control, it may be determined that a modification operation is detected, and the current mapping option of the target game mapping is reset.
In practical applications, the target game map may be reset according to the map option that the game map should be set, where the map option that the game map should be set may be understood as the correct map option setting of the game map, i.e. at this time, the map option of the target game map may be set as the correct map option of the game map by responding to the modification operation.
In a preferred embodiment of the present invention, the target game map is displayed in a preset form in the preset panel, and at the same time, a map option that should be set for the game map is displayed, so that in the case that the target game map with the wrong setting is displayed in the preset form, a reminding effect is further played to the user through the displayed correct map option. The embodiments of the present invention are not limited in this regard.
It should be noted that, the number of the maps imported in the game engine or the maps selected for importing into the game engine, that is, the number of the maps used in the game is a large number, and may be performed in batch when the determination of the type of the maps of the game map is performed, then, the display of the game map and the verification of the options of the maps may be performed in batch, and the subsequent setting of the options of the maps may be performed in batch.
In the embodiment of the invention, different maps used in the game are displayed by acquiring the types of the maps of the game map, wherein the target game map in the game map can be displayed in a preset form, the displayed target game map is a map option setting error game map, and at the moment, the current map option of the target game map with the map option setting error can be reset in response to the modification operation. The target game map is displayed in a preset form based on the map type of the game map, and the current map option of the target game map can be reset while informing the user of the setting error of the current map option, so that the current map option of the target game map is set to be in an optimal state through the refined map type of each game map, thereby enabling an artist to form the importing setting of the correct map in the early stage, and realizing the optimal setting of the game map in the process of importing the game map into a game engine.
Referring to FIG. 2, a flowchart illustrating steps of another embodiment of a game map processing method of the present invention may specifically include the steps of:
step 201, obtaining a game map;
a game map, which may refer to a plurality of maps used in a game, may generally be a map imported to a game engine or a game resource selected prior to importing the game engine.
In one embodiment of the invention, the game map may be obtained to determine the map type of the game map, and the map option of the game map may be set accordingly based on the map type.
In practical applications, for the method of obtaining the game map, since the game map is a map used in the game, the maps in the game resource library may not be all used by the target game, and may be achieved by screening in the game resource library. Specifically, the filtering of the map used in the game is performed in such a manner that after determining the target type effect to be used for the current game, the game map is read based on the target type effect.
Firstly, classifying types of different game effects, and storing reference resources of different effect types in a preset storage path; then, a target type effect used in the game may be determined, and a reference resource for the target type effect is acquired to read the game map from the reference resource. Wherein different types of effects may be used to indicate different special effect categories, which may be related to actual games, such as playing a monster game, which special effect categories may include, but are not limited to, main angle special effects (including main angle common attacks, main angle skills, main angle absolute school, etc.), knight-errant special effects (including knight-errant wait skills, knight-errant wait absolute school, etc.), small monster special effects (including small monster common attacks, small monster skills, etc.), buff special effects, scene special effects, and institutional special effects, etc., as embodiments of the present invention are not limited in this respect.
For example, the game map may be read by using a path search as a pre-search condition, which is embodied in that a storage path referencing resources is acquired, and the game map is retrieved by using the storage path as a search condition. The path search mainly defines a path in which special effects are stored in the early stage of the project, for example, the main angle special effects can be stored in an Effect/PS/Characters/Role directory, the Scene special effects can be stored in an Effect/PS/Scene directory, and the like. That is, the embodiment of the invention can obtain all the maps of the effect by reading the reference resource of the corresponding effect after classifying the effects of different types.
Step 202, obtaining mapping information of the game mapping, and judging the mapping type of the game mapping based on the mapping information;
the map types of the game map may be used to indicate different kinds of game maps, including but not limited to gray scale maps, color maps, normal maps, etc., to which embodiments of the present invention are not limited.
The method of obtaining the map type may be expressed as a determination implementation via the map information of the game map. In one embodiment of the invention, the tile type of the game tiles may be determined based on the tile information so that it can be set to an optimal state separately for each of the game tiles via the refined tile type.
Illustratively, the map information may include color channel information, pixel information, a map compression mode, and the like, wherein the color channel information may refer to RGBA channel information of the map, which may be used to determine whether the map contains a specified channel, such as an Alpha channel; the pixel information can be used for indicating the brightness value of each pixel in each color channel, so that the difference degree of the pixel information is determined, and the subsequent comparison is facilitated; the map compression mode may be used to determine whether the map is a normal map.
As an example, whether the game map is a color map may be determined based on the pixel information, and in particular, whether brightness values in respective color channels of the game map are uniform may be determined based on the pixel information. In one case, if the brightness values are consistent, it can be stated that the pixel information in each color channel is not high in difference, and at this time, the type of the map of the game map can be determined to be black-and-white map or gray-scale map; in another case, if the brightness values are not identical, it may be indicated that the pixel information in each color channel has a high degree of difference, and the type of the map of the game map may be determined to be a color map. In practical application, the brightness value of each pixel of the RGB channels in the map can be read, and then, whether the brightness values of the three channels of RGB are consistent or not is compared pixel by pixel to make the aforesaid determination.
As another example, it may be determined whether the game map carries Alpha information based on the color channel information, and in particular, may be expressed as whether the game map contains specified channel information, such as Alpha channels, based on the color channel information in the case where the game map is a color map. In one case, if the color channel information contains the specified channel information, it can be explained that Alpha information in the map is valid, and at this time, it can be determined that the map type is the first-mode color map, that is, RGBA map; in another case, if the color channel information does not contain the specified channel information, alpha information in the map may be invalid, and at this time, it may be determined that the map type is the second mode color map, that is, the RGB map. In practice, the map with Alpha channels is usually displayed as Ture at Has Alpha Channel option of the map after engine is imported, and the Has Alpha channel option without Alpha channels is displayed as Flase.
As yet another example, a determination may be made as to whether the game map is a normal map based on the map compression mode. If the map compression mode is a specified compression mode, for example, in the case of Normal type, it can be used to store the surface Normal map, then the map type of the game map can be determined to be the Normal map. In practical applications, any one of the posted maps may be modified to be a normal map by modifying the map compression mode in the engine, and the normal map is compressed in the BC5 mode by default after being imported into the engine.
It should be noted that different mapping types may be set corresponding to different mapping options, and when the mapping types are set, the mapping types of the game mapping cannot be the normal mapping, and may also be the RGB mapping, the black-and-white mapping or the RGBA mapping, i.e., the mapping types may be one type of color mapping (including the RGB mapping, the RGBA mapping), the black-and-white mapping or the normal mapping, so as to facilitate the verification and identification of the correct mapping option setting.
Step 203, displaying the game map based on the map type;
different tile types may be set for different tile options, and after determining the tile type of the game tile, the tile options that have been able to determine that the game tile should be set are indicated, at which point the game tile may be displayed.
For the display of the game map, the method can be specifically represented by selecting a corresponding form for the game map to display based on whether the map option currently set by the game map is consistent with the map option which should be set by the game map. Wherein, in the case that the currently set map option and the map option which should be set are inconsistent, it may be determined that the map option sets the wrong game map, i.e., the target game map.
In one embodiment of the present invention, in order to identify a game map with a wrong map option setting, a target game map in the game map may be displayed in a preset form, so that a user is reminded of the current map option setting error through the display of the preset form in the preset panel, and the map option of the target game map displayed in the preset form is set, thereby realizing optimal setting.
Specifically, first, a corresponding target mapping option may be obtained based on the mapping type of the game mapping, where the target mapping option is set as a correct mapping option of the game mapping, then, the existing mapping option of the game mapping may be verified based on the target mapping option, so that the game mapping is displayed based on the verification result, and then, the mapping option of the target game mapping displayed according to the preset form is reset. The method specifically includes determining that the game map is the target game map when the verification result is that the existing map option of the game map is inconsistent with the target map option, and displaying the determined target game map in a preset mode.
The preset form may be any identification mode for playing a role of reminding, for example, a red highlighting mode is used for displaying the game map with the wrong setting, which is not limited in the embodiment of the present invention.
In response to the modification operation, the current map option of the target game map is reset, step 204.
After displaying the target game map in the game map in a preset form, the map options of the target game map may be optimized, and may be specifically represented by resetting the current map options of the target game map in response to the modification operation.
Specifically, a control with a one-touch modification function may be provided in the preset panel, and at this time, in response to a touch operation on the control, it may be determined that a modification operation is detected, and the current mapping option of the target game mapping is reset. The target game map can be reset according to the map option which should be set in the game map, wherein the map option which should be set in the game map can be understood as the correct map option setting of the game map, namely, the map option can be correspondingly set by adopting the correct map option setting through responding to the modifying operation at the moment, so that an art staff can form the importing setting of the correct map in the prior stage, and the optimized setting is realized.
In a preferred embodiment of the present invention, in addition to displaying the game map with the map option set incorrectly in a preset form, the map option that the game map should set may also be displayed. In practical application, when the verification result is that the original mapping option of the game mapping is inconsistent with the target mapping option, the target game mapping with inconsistent verification result can be displayed in a preset panel according to a preset form, and the target mapping option is displayed, at the moment, a control for repairing the special effect mapping can be provided in the preset panel, the modification operation can be determined and detected through the touch operation of the control for repairing the special effect mapping by a user, a corresponding repairing instruction is generated, at the moment, the mapping option of the game mapping can be set according to the correct setting information of the target mapping option by responding to the touch instruction of the repairing control.
Illustratively, the mapping option settings for the game mapping may include setting a compression mode, an sRGB option, a mapping resolution, and the like corresponding to the target game mapping settings. For example, grayscale mapping requires the sRGB option to be turned off and the mapping compression mode to be changed to BC4 compression mode; for another example, RGB mapping requires turning on the sRGB option and changing the mapping compression mode to DXT1 compression mode; for another example, RGB band Alpha mapping, i.e., RGBA mapping, requires the sRGB option to be turned on and the mapping compression mode to BC7 compression mode; for another example, normal mapping requires turning off the sRGB option and changing the mapping compression mode to BC5 compression mode, etc.
To facilitate a further understanding of the game map processing method provided by the embodiments of the present invention, the following description is provided with reference to specific examples:
as shown in fig. 3, which may be a preset panel example when processing a game map, the embodiment of the present invention may implement screening of corresponding resources and each type of map capable of being thinned in a manner of manufacturing a visualization tool, and set each type of map to an optimal state.
In practical application, a path search mode may be adopted as a pre-search condition, after classifying different types of effects, all maps of the effects are obtained by reading reference resources of the corresponding effects, and thus reading of maps used in games is realized, wherein different types of effects may be used for indicating different special Effect types, different special Effect types may be related to an actual game, taking a monster game as an example, special Effect types may include, but are not limited to, main angle special effects (including main angle general attack, main angle skill, main angle absolute, etc.), knight-side special effects (including knight-side general attack, knight-side skill, etc.), small monster special effects (including small monster skill, etc.), buff special effects, scene special effects, institutional special effects, etc., and when searching a map of a certain type of Effect, it may be represented, for example, by storing main angle special effects in an Effect/PS/player/road table, storing Scene special effects in a corresponding path read in a corresponding game/map; after the game map is screened, the game map obtained by screening can be displayed in a preset panel as shown in fig. 3, specifically can be displayed under a map catalog column of the related asset, and besides the special effect map read into the catalog, the special effect particle file in the catalog can be read, that is, the read special effect particle file can be displayed under the map catalog column of the related asset with the map.
When displaying the game map in the catalog, a batch check control may be provided, where after batch check may be performed in response to a trigger operation of the batch check control, as shown in fig. 3, map options of the game map may be displayed in an asset detail portion, where a resource with a wrong map setting may be prompted in a panel, for example, a target game map with a wrong current map option setting may be displayed in any preset form, so as to achieve the purpose of prompting a standard artist to correctly set the map, thereby enabling the artist to form an import setting of the correct map in the early stage.
Specifically, the screened resources such as the game map and the special effect particle file can be checked, and after the verification, the problem resources are displayed in a panel in a preset mode so as to remind a user (such as an art staff). It should be noted that the actual verification and setting are irrelevant to a certain special effect, but the corresponding map is displayed in the panel through the special effect, thereby facilitating the art staff to find out the problem resource more quickly,
In a specific implementation, taking a game map as an example, different map types may correspond to different map option settings, where the determination of the map type based on the map information of the game map, for example, whether the map contains an Alpha channel according to the map RGBA channel information, and/or whether the map is a black-and-white map according to the RGBA pixel information contrast, and/or whether the map is a normal map according to the map compression mode, indicates that the map option that can be determined to be set by the game map is already indicated, that is, after the acquisition of the correct map option setting of the game map, the correct map option may be adopted to compare with the original map option that exists in the game map, where the original map option setting is inconsistent with the map option that should be set, the current map option setting of the game map may be indicated as an error, and the game map is displayed in a preset panel according to a preset form, for example, the map name of the option setting error is indicated as red.
In this example, in the preset panel as shown in fig. 3, in addition to displaying the game map in which the map option setting is wrong in a preset form, the user may be notified of the correct map option setting, for example, after distinguishing RGB maps, RGBA maps, black-and-white maps, normal maps, their corresponding compression modes, sRGB options, and the like may be set according to the foregoing four types of maps, respectively, and the map size may be displayed in the panel, and the user may be prompted to confirm whether it is a data type map after the sRGB option, or to change to DXT1 after the map compression mode, and the like, for example.
At this time, the game map with the wrong map option is not automatically set, and the user needs to click the repair special effect map button/control before setting the game map with the wrong map option through the one-key operation, that is, whether to set the game map according to the correct map option depends on whether the user clicks the repair special effect map button/control. The control for repairing the special effect map can be provided in the preset panel, then an instruction is generated through touch operation of a user on the control for repairing the special effect map, and map options of the game map are set according to correct setting information of target map options through responding to the touch instruction of the repair control.
It should be noted that, since the number of the maps imported in the game engine or the maps selected for importing the game engine, that is, the number of the maps used in the game is a large number, the determination of the type of the maps of the game map may be performed in batch, the display of the game map and the verification of the map options may be performed in batch, and the game map may be modified to be correctly set in batch, so as to improve the processing efficiency of the game map.
In the embodiment of the invention, aiming at the problem of complex operation caused by manual modification of a large number of special effect maps, the corresponding resources are screened by adopting a mode of manufacturing a visualization tool, so that the maps used in games are screened, the types of the maps are conveniently displayed in batches according to different types of the maps, the maps sRGB mode, the map compression mode, the map size and the like are displayed or set, namely each type of map which can be thinned, and the maps of each type are respectively set to be in an optimal state. Furthermore, the resource with wrong mapping setting can be prompted in the panel, so that the purpose of prompting standard art staff to correctly set the mapping is achieved, and the art staff can form the importing setting of the correct mapping in the earlier stage. In addition, a one-key repair function can be provided, so that the mapping with wrong mapping option setting is corrected to the correct mapping option setting.
It should be noted that, for simplicity of description, the method embodiments are shown as a series of acts, but it should be understood by those skilled in the art that the embodiments are not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred embodiments, and that the acts are not necessarily required by the embodiments of the invention.
Referring to fig. 4, there is shown a block diagram of an embodiment of a game map processing device according to the present invention, which may specifically include the following modules:
a map type obtaining module 401, configured to obtain a map type of the game map; wherein the game map is a different map used in a game;
a game map display module 402, configured to display the game map based on the map type, where a target game map in the game map is displayed in a preset form; the target game map is a game map with wrong map option setting;
the game map processing module 403 is configured to reset the current map option of the target game map in response to the modification operation.
In an embodiment of the present invention, before the obtaining the map type of the game map, the game map processing device provided by the embodiment of the present invention may further include the following modules:
the game map acquisition module is used for determining target type effects used in the game, wherein different types of effects are used for indicating different special effect types; and acquiring a reference resource of the target type effect, and reading the game map from the reference resource.
In one embodiment of the present invention, the reference resource has a preset storage path; the game map acquisition module may include the following sub-modules:
and the game map reading sub-module is used for acquiring the storage path of the reference resource and searching by taking the storage path as a search condition to obtain the game map.
In one embodiment of the invention, the map type acquisition 401 may include the following sub-modules:
the mapping type judging sub-module is used for acquiring mapping information of the game mapping; the mapping information comprises at least one of the following: color channel information, pixel information and a map compression mode, wherein the pixel information is used for indicating the brightness value of each pixel in each color channel; a map type of the game map is determined based on the map information.
In one embodiment of the present invention, when the map information includes the pixel information, the map type determining sub-module may include:
a first map type determining unit, configured to determine, based on the pixel information, whether brightness values in color channels of the game map are identical, and if the brightness values are identical, determine that the map type is black-and-white map or gray-scale map; and/or if the brightness values are inconsistent, judging that the map type is a color map.
In one embodiment of the present invention, when the map information includes the color channel information, the map type determining sub-module may include:
a second map type determination unit configured to determine whether the game map contains specified channel information based on the color channel information in a case where the game map is a color map, and determine that the map type is a first-mode color map if the color channel information contains the specified channel information; and/or if the color channel information does not contain the specified channel information, judging that the map type is a second mode color map.
In one embodiment of the present invention, when the map information includes the map compression mode, the map type determining sub-module may include the following units:
and a third mapping type determination unit configured to determine that the mapping type is a normal mapping when the mapping compression mode is a specified compression mode.
In one embodiment of the invention, the game map display module 402 may include the following sub-modules:
the map display sub-module is used for acquiring corresponding target map options based on the map type of the game map; and verifying the current mapping options of the game mapping based on the target mapping options, and displaying the game mapping based on a verification result.
In one embodiment of the invention, the map display sub-module may comprise the following units:
and the map display unit is used for determining that the game map is a target game map when the verification result shows that the existing map options of the game map are inconsistent with the target map options, and displaying the target game map in a preset form.
In one embodiment of the invention, the mapping options include at least one of: compression mode, sRGB option, map resolution.
In the embodiment of the present invention, by acquiring the map types of the game maps, the game map processing device provided in the embodiment of the present invention displays different maps used in the game, where the target game map in the game map may be displayed in a preset form, and the displayed target game map is a map item with an incorrect setting, and at this time, the current map item of the target game map with the incorrect setting may be reset in response to the modification operation. The target game map is displayed in a preset form based on the map type of the game map, and the current map option of the target game map can be reset while informing the user of the setting error of the current map option, so that the current map option of the target game map is set to be in an optimal state through the refined map type of each game map, thereby enabling an artist to form the importing setting of the correct map in the early stage, and realizing the optimal setting of the game map in the process of importing the game map into a game engine.
For the device embodiments, since they are substantially similar to the method embodiments, the description is relatively simple, and reference is made to the description of the method embodiments for relevant points.
The embodiment of the invention also provides electronic equipment, which comprises:
the game map processing method comprises a processor, a memory and a computer program which is stored in the memory and can run on the processor, wherein the computer program realizes all the processes of the game map processing method embodiment when being executed by the processor, can achieve the same technical effects, and is not repeated here.
The embodiment of the invention also provides a computer readable storage medium, on which a computer program is stored, which when executed by a processor, realizes the processes of the above embodiment of the game map processing method, and can achieve the same technical effects, and in order to avoid repetition, the description is omitted here.
In this specification, each embodiment is described in a progressive manner, and each embodiment is mainly described by differences from other embodiments, and identical and similar parts between the embodiments are all enough to be referred to each other.
It will be apparent to those skilled in the art that embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the invention may take the form of a computer program product on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) having computer-usable program code embodied therein.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flowchart illustrations and/or block diagrams, and combinations of flows and/or blocks in the flowchart illustrations and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal device to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal device, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing apparatus to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.
These computer program instructions may also be loaded onto a computer or other programmable data processing apparatus to cause a series of operational steps to be performed on the computer or other programmable apparatus to produce a computer implemented process such that the instructions which execute on the computer or other programmable apparatus provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
While preferred embodiments of the present invention have been described, additional variations and modifications in those embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. It is therefore intended that the following claims be interpreted as including the preferred embodiment and all such alterations and modifications as fall within the scope of the embodiments of the invention.
Finally, it should be noted that, the user information (including but not limited to user equipment information, user personal information, etc.) and the data (including but not limited to data for analysis, stored data, presented data, etc.) referred to in the present application are information and data authorized by the user or fully authorized by each party, and the collection, use and processing of the related data need to comply with the related laws and regulations and standards of the related country and region, and provide corresponding operation entries for the user to select authorization or rejection.
It is further noted that relational terms such as first and second, and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article or terminal device comprising the element.
The above description of a game map processing method, a game map processing device, a corresponding electronic device and a corresponding computer readable storage medium provided by the present invention applies specific examples to illustrate the principles and embodiments of the present invention, and the above examples are only used to help understand the method and core idea of the present invention; meanwhile, as those skilled in the art will have variations in the specific embodiments and application scope in accordance with the ideas of the present invention, the present description should not be construed as limiting the present invention in view of the above.

Claims (13)

1. A method of game map processing, the method comprising:
obtaining a map type of the game map; wherein the game map is a different map used in a game;
displaying the game map based on the map type, wherein a target game map in the game map is displayed in a preset form; the target game map is a game map with wrong map option setting;
and resetting the current mapping options of the target game mapping in response to the modification operation.
2. The method of claim 1, further comprising, prior to the obtaining the map type of the game map:
determining target type effects used in the game, wherein different type effects are used for indicating different special effect types;
and acquiring a reference resource of the target type effect, and reading the game map from the reference resource.
3. The method of claim 2, wherein the referencing resource has a preset storage path; the reading of the game map from the referenced resource comprises:
and acquiring a storage path of the reference resource, and searching by taking the storage path as a search condition to obtain the game map.
4. The method according to claim 1 or 2, wherein the obtaining the map type of the game map comprises:
obtaining mapping information of the game mapping; the mapping information comprises at least one of the following: color channel information, pixel information and a map compression mode, wherein the pixel information is used for indicating the brightness value of each pixel in each color channel;
a map type of the game map is determined based on the map information.
5. The method of claim 4, wherein when the map information includes the pixel information, the determining a map type of the game map based on the map information comprises:
judging whether brightness values in all color channels of the game map are consistent or not based on the pixel information, and judging that the map type is black-white map or gray map if the brightness values are consistent; and/or if the brightness values are inconsistent, judging that the map type is a color map.
6. The method of claim 4, wherein when the map information includes the color channel information, the determining a map type of the game map based on the map information comprises:
Judging whether the game map contains specified channel information or not based on the color channel information when the game map is a color map, and judging that the map type is a first-mode color map if the color channel information contains the specified channel information;
and if the color channel information does not contain the appointed channel information, judging that the map type is a second mode color map.
7. The method of claim 4, wherein when the map information includes the map compression mode, the determining a map type of the game map based on the map information comprises:
and if the mapping compression mode is the appointed compression mode, judging that the mapping type is normal mapping.
8. The method of claim 1, wherein the displaying the game map based on the map type comprises:
acquiring corresponding target map options based on the map types of the game maps;
and verifying the current mapping options of the game mapping based on the target mapping options, and displaying the game mapping based on a verification result.
9. The method of claim 8, wherein displaying the game map based on the verification result comprises:
And if the verification result is that the existing map option of the game map is inconsistent with the target map option, determining that the game map is a target game map, and displaying the target game map in a preset form.
10. The method of claim 1, wherein the mapping options include at least one of: compression mode, sRGB option, map resolution.
11. A game map processing device, characterized in that the device comprises:
the map type acquisition module is used for acquiring the map type of the game map; wherein the game map is a different map used in a game;
the game map display module is used for displaying the game map based on the map type, wherein the target game map in the game map is displayed in a preset form; the target game map is a game map with wrong map option setting;
and the game map processing module is used for resetting the current map options of the target game map in response to the modification operation.
12. An electronic device, comprising: a processor, a memory and a computer program stored on the memory and capable of running on the processor, which when executed by the processor implements the game map processing method according to any one of claims 1 to 10.
13. A computer readable storage medium, wherein a computer program is stored on the computer readable storage medium, which when executed by a processor, implements the game map processing method according to any one of claims 1 to 10.
CN202410110652.4A 2024-01-25 2024-01-25 Game map processing method and device, electronic equipment and readable storage medium Pending CN117830494A (en)

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Application Number Priority Date Filing Date Title
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Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202410110652.4A CN117830494A (en) 2024-01-25 2024-01-25 Game map processing method and device, electronic equipment and readable storage medium

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