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






@Ooh-la-la, It's GAGA!!
I do not intend that, no. You can easily do it yourself if you get RPFM, open my .pack and then under "Variantmeshdefinition" delete whatever .txt is related to Shades
Btw you can splish a part into logical parts to delete some of them (in AssetEditor)
E.g.: delete the head to fix the nose poking out of executioner helmet
Otherwise - great mod
However, you can very easily do that on your own.
1) Download RPFM (Rust Pack File Manager)
2) Open my .pack with RPFM
3) Variantmeshes --> Variantmesh Definitions
4) Delete every ".variantmeshdefinition" except for the one you wish to keep.
5) (Optional) Also open wh_variantmeshes and delete every ".rigid_model_v2" except the ones you wish to keep. That way you'll save space and only have the active models that you wish to keep. !!! Keep in mind, if you delete the models but don't delete the variantmeshdefinitions, you'll get invisible units because they're using models that don't exist)
6) Save.