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
I might get around to making the velvet shaders that Nier Automata has, if I can figure out the formula for it. Same goes for the TF2 shader.
You can actually make the opac masks yourself. You just need to set the Blend settings in the properties to Masked, and then connect the alpha channel output of one of the Texture2d's to the main input of the Opacity Mask.
To set the camo to use static colors, you can probably modify the material, and replace the primary color with a standard Constant4, set the color of the secondary camo to another Constant4, and the camo texture with a standard Texture2D (The WCE_TC Material system is complicated, so I suggest you look at some tutorials, and read UDK's Material Compendium.)
@McDenny's 09
I haven't taken a look at those yet. I don't know if those are just standard materials, or used by Material Instances.
I believe it's possible, but the problem is that the scripts that deal with weapon customization can change this at will