安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
So, for example, if you want glowing bits on your item, you click the 'Self Illumination' checkbox, and then add a Shared Illum Mask. That then uses the alpha channel of whatever texture you loaded for the Illum Mask to determine what parts of the item glow, so full white is glowing and black is not (I believe. I haven't done this myself yet). The colour of the glow is determined by the RGB values you enter in the menu.
Transparency I am less sure of. I think that just goes by the alpha of your primary texture, but you have to make sure you're NOT using Base Map Alpha Phong Mask or Base Alpha for the Cube Map Alpha Mask, because those make the Alpha channel determine Phong and/or Reflection instead of the visibility of the texture itself.
Well, i'll try this and see if i can get to something, and again thanks!