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









Consider it added, the guide will never really feel complete because I keep adding to it as I understand different concepts better, lol.
But I already linked it in the last comment.
Only downside is that it prob takes longer, and I found when I reduced the amount of brushes in my map, the file size and build time decreases.
Nonetheless, I suppose no-one really builds maps for KF anymore so excuse my random nerdy comments xD
I found it amusing to see a few areas where you'd take a different route then I would have.
Ie: building a wall in pieces instead of just building the whole thing in one go, and cutting into it where you want windows/doors. Or using texture properties to edit scale, as opposed to the texture pan and rotate tools on the left. You even draw a layout of the entire thing before hand whereas I usually plan section by section, change my designs from time to time and merely picture the final project in my head.
But then again I've spent so much time on my original KFO map that maybe I could take a few tips from old speedmapping video, and SDK seems way less responsive when I use it.