安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
I do all of this in Photoshop using the Intel DDS plugin, but I'm not sure what you've used. Maybe the "texconv" tool? Unfortunately Photoshop is the only way I know to do it, I really don't know much about other tools, nor the technical aspects of image conversion.
If you go to the Keen Software House Discord page there are lots of helpful people in the "modding-art-sbc" channel who can help you.
Discord invite link here: https://discord.gg/sApepzG3
Secondly you only need one instance of <LCDTextures> and </LCDTextures> for the entire file, not on every entry. <LCDTextures> should be directly above the image entries and </LCDTextures> should be directly below them.
Also no quotes or apostrophes are needed in ID names.
So each individual entry should look like this:
<LCDTextureDefinition>
<Id>
<TypeId>LCDTextureDefinition</TypeId>
<SubtypeId>Punishment Is Due</SubtypeId>
</Id>
<TexturePath>Textures\Models\Punishment Is Due.dds</TexturePath>
</LCDTextureDefinition>