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
You are correct in saying it just covers up the existing background and the lighting doesn't change. Even a skysphere loaded via custom does not replace the inbuilt skybox as those are coded objects so you can only load the original list of skyboxes (Objects - backgrounds)
Best practice RE lighting is to:
- Use the Ambient colours over "background" (i.e. skybox)
- reduce reflections tag or choose the skybox via custom that matches the lighting or reflections you want.
Quick update to this one:
I've combined the Skysheres into one state variable object .
So now you can right on the one at the center of the table and change the skyspheres without going in and out of the bag.
I think this will be nicer for RPG use etc because you can change the background without the default skybox being visible.
I've also left the bag in the map as it was before for those people using this with maps etc.