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游戏硬件要求 PC: 注:有的玩家的硬件配置符合要求,但是SL提示驱动不符合要求,遇到这种情况,只要更新显卡驱动即可解决。
客户端汉化 登入游戏,然后按Ctrl+P 基础操作 W:前进 关于游戏收费 基础会员帐号免费付费会员
关于L$(林登币)的买卖
SL的一大特点就是游戏币可以与美金自由兑换,目前官方买卖L$与美金的比率一般是在1000:4上下,大家可以在SL的官方网站进行游戏币与美金的买卖,但有一些事情大家应该知道一下... 买卖L$需要你至少有一张国际信用卡或是一个国际paypal帐号(国内的贝宝帐号不能交易美金所以不能用使用),认证一张国际信用卡会被扣1美元,认证一个国际paypal帐号会被扣1.95美元,如果你用国际信用卡交易的话,美元与人民币的汇率是固定的1:8.2,而且不是实时汇市汇率,另外,用信用卡换汇的话会被扣交易总额1%~1.5%的换汇手续费(视各行信用卡而定),不要指望找银行进行美金支票托收,林登实验室没有寄支票的服务,如果你找第三方托收的话,我想找银行托收过支票的人应该知道,这笔钱会被冻结3周到3个月... 另外,林登实验室(也就是游戏运营方)会对每笔交易扣除一定的交易手续费,情况如下: 买入L$
关于土地的买卖
在SL中土地一个有控制权的概念,基本上相当于我们现实生活中物业公司或小区管理委员会的概念,控制权分为公控和私控两种,公控的土地就是SL官方控制与管理的土地,而私控就是玩家控制与管理的土地,并不是所有的玩家都有土地的控制权,只有那些一次性向林登实验室购买了整个区域(65,536平方米)的玩家才能拥有土地控制权。 公控的土地必需是付费会员才可以购买,但土地没有契约限制(在自己的地产里造任何东西不受限制)
购买了土地之后按你土地所占的面积每个月还需要交土地使用费,每个月土地使用费率基本如下: 1/4区域 16,384平方米 75 美元
ps2:向林登购买整个域区的购买费用为1675美元,每个月的使用费为295美元,但免除第一个月的使用费(没写错!,是295美元,比你向拥有控制权的玩家手里买要贵100元) Second Life名词解释 SIM ―― Simulator //模拟器The Second Life world consists of many, interconnected, uniquely-named simulators (also referred to as sims or regions) positioned on a Cartesian map with its origin at the global coordinates 1000, 1000 (Da Boom sim). The dimensions of a sim are unvaried: 256m x 256m. Objects may go off-world above 768m on the z axis (height) (physical objects currently go off-world at 4096m). Sims always have land, although it can be completely submerged in water. Any open space between non-adjacent sims is visibly rendered as water on the client, but cannot be accessed (the avatar will bounce off an invisible wall). Grid // 格子,即Second Life所在的世界 Rez //实现,在SL里造出来 When you create an object within SL, you "rez" it. Yes, it's a verb. Let's conjugate it! "I rezzed a prim." "I will rez a prim." "I am rezzing a prim." Prim――Primitive //原始造型,即Second Life提供的基本造型,如球体等。。。 A primitive ("prim" for short) is the basic building block (made up of polygons) of Second Life. Using SL's built-in object editor, just about anything can be modeled out of primitives. An object can be made by linking multiple primitives together, but a single prim is an object as well. Agent & Avatar // 连接上sim的客户端程序被认为是agent,agent在SL的形象叫做avatar A user's presence in Second Life is represented by two entities: an agent and an avatar. An agent is a client's presence within a simulator. All users connect to a sim as an agent. An agent is not an avatar, though it is represented on the client by one. An agent can be an object creator/owner and/or a group member. An agent "sees" the world through a camera and has an avatar. An avatar is a visual representation of an agent within Second Life; it is the body other users see and interact with. Avatars can wear clothing, have bodyparts, and constantly play animations (if they didn't, they would just stand with their legs spread wide and their arms stretched out to the sides in a neutral position). Avatars can have attachments and are affected by physics. Physics //动力学,Physics常译作物理学,但在SL用作动力学 Physics (or dynamics) in SecondLife is implemented using the Havok physics engine. A physical object may have no more than 31 prims. The minimum distance for objects to avoid collision (the spatial precision), is 0.1m (10cm)--and an error will occur if a prim/object is tried to be made physical but is within 10cm from another prim/object/avatar or the ground Havok //Havok.com公司研制出的动力学引擎,用来计算物体运动和碰撞 Havok is the physics engine that performs collision and dynamics calculations for SL. It should not be confused with the rendering engine, which was developed in-house (propietary). Havok is created by Havok.com, Inc., and is licensed by Linden Lab for use in SL. Collision //碰撞 Collisions raise this event when an object or avatar collides with the object the script is attached to. The number of detected objects is passed to the script in num_detected. Information on those objects may be gathered via the llDetected* functions. Collisions are also generated if an avatar bumps into or walks on top of an object. Link //连接,数个prims可以连接成一个object In Second Life, several prims can be linked together into a "linked set" (also "link" or "linkset") that act as (or, by its definition, are) a single object. Linked sets have one parent prim and 1 or more child prims. Linksets are limited to 256 prims that can only be linked if: Animation // 动作,动作是利用帧技术来实现的平滑运动 Animation is the technique of using frames (or steps) to give the illusion of smooth movement. In SL, avatars can be animated using the animation inventory item type. 我来说两句 |
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