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






HOOLY SHOOOOCKKKKSSS!!!
long answer: source (plus goldsource and the quake engine) were designed to render rooms that've been split into little chunks called "visleaves", so anything that is placed on a map needs to technically be a square room and anything that isn't will cause issues (like the entirety of this map).
additionally, source also imposes arbitrary limits on how much of a thing you can have so that you don't put down hundreds of entities on the map and cause it to run really bad. you can't place more than a x number of brushes, you can't have more than an x number of entities, you can't have more than an x number of visleaves and you can make a map bigger than ~600m² because source is old and wasn't designed to do any of that
i had to do that to already get the final version of the map to compile because it'd already hit the max vert limit
it might be a model or texture i forgot to include (this map is really old and extremely disorganized)