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






Here's a pastebin example of the shader proxies being used on this, from a VMT in this: http://pastebin.com/maLhukp2
It's Mark V - it's the subvariant from Halo: Reach.
YES!?!?!??!? I DONT IDIOT
To clarify, I made this for a server I ran. So I never intended to use bodygroups as you can't control those without editing code, which I tend to avoid. Which is basically why this doesn't have body permutations because those would be a waste without a way to customize them, as well as that the download would be much larger for the playermodel with no viable gain.
This is not a reupload and thus not really related besides that we used the same base mesh and textures, which is to say anyone who rips models from reach did, does, or can now.
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=117829133&searchtext=skirmisher