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










> would you be okay if i ported this to gmod?
I think I'll do it myself to keep track of things
Original diffuse map has green-ish parts that stand for glow from inner lights that go out when manhack is broken apart. When you look at side by side model comparison, mismatch with beta texture is obvious, but in game, I think remnants of glow on diffuse map without source of light or the glow looks more wrong. For lighting consistency, it would be better to also use beta when manhack it killed but stayed intact. But, that would be too much inconsistency with alive model.
Also, gib texture looks really nice with spec map. And I think more variety is better. Mismatch can be explained by its being really broken.
I'm more concerned with how to prevent those gibs from fading.