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
*dies*
"i just f*cking said-"
Add Override Materials to the FNAF VR models
Add float attributes to every material and in the text box under which where it says float, type $envmaptint.
Spray this on your PBR models, then it is finally don't shine in the dark.
REALLY WORKS!
Wow what a quick 180.
jk this is pretty neat.
I hope in the future you will port Balloon Boy or The Puppet!!
[Other then endo01 as he is already in the workshop]
So really i think thats every model in the game?
Tho The Endos are missing, but apart from that, i think thats all of them?
In the base material, change "$envmaptint" to 0
And in the CH material, change "$envmapintensity" to 0 as well.
No need to edit the MTL mat.
is it simple or do i need to redo the ports
Now in case anyone missed it, ALL of my HW ports have been updated so they no longer glow in the dark!
Yes! you can now freely use all my ports without having to worry about that weird 'shiny' effect in dark environments!