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






I do have func_plats in the hl1 source config, i cannot use them because i want to use quake moving sounds though, and its difficult to specify sounds in those old entites.
I was also thinking func_train instead of tracktrain since its less bugged, but gave up due to the sound thingie.
Shame you could not get the textures to warp though, That would be really useful.
Oh by the way, error adding friend. No idea whats going on there.
It might've failed to export cuz they're both special textures, ie animated by the engine. It worked when I got it out of the bsp. I didn't use the water anyway, I figure if I can't get it warping like in Quake, I'd rather not to begin with.
The doors don't have to tracktrains, yes, but Quake's doors open weird, like out and then to the left. With a regular door, it'd just pop into the wall, and that's not what I want at all. A tracktrain is just cosmetic. If you edit your fgd, you can bring back plat as a valid entity, sounds included. I did that with e1m2.
If you wanna talk more about it, send me another request or something.
Still beats porting hl1 expansion levels. atleast the brush geometry doesnt come broken. If you think this is fiddly, then you have no idea.
If you have them.. could you perhaps dropbox them :o?