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






Next?
The only real difference is that models with $opaque tell the game to render it in a single render pass and $mostlyopaque is a double render pass and affects sorting, it does not tell the engine that the model has no transparent materials but rather that the existing ones are a small portion of the model and be sorted accordingly if it has any at all.
So by putting "$opaque" you're telling Source that the model has no transparent textures, meaning that even transparent textures will cast shadows.
But by putting "$mostlyopaque" you're telling the engine that it has both.
its a good rule of thumb to compile all models with $opaque or $mostlyopaque just incase.
Pretty sure that the map is gm_betac17
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3048158198