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报告翻译问题






open KF-KF1_Manor
This is valid for any map, you can find more details here:
Official TWI Wiki [wiki.killingfloor2.com]
[Ger] ZumLustigen Schnitzelhorrorhaus by GMA
IP: 116.202.173.223:35421
Schwer - 10 Wellen
[Ger]Zum Lustigen Hackfleischhackenderzerhacker
IP: 116.202.233.204:27015
Lebensmüde - 10 Wellen
We are hosting this at the Horzine Simulation Division Server in our selection of high quality custommaps!
IP: 5.9.22.30
Yes, my process is the same for all the KF1 ports. The reason things look so different is mostly due to the lighting and post-process.
Out of all the ports I’ve done this map in particular has drastically different lighting which does a lot to change the look and feel of the environment.
At some point I do plan on overhauling the entire map, however I don’t know when that will be.
As for whether or not I’m going to continue doing these KF1 posts, I can assure you that as long as I still enjoy the process I don’t plan on stopping.
With that being said currently my focus is solely directed towards an entry for the current Tripwire Mapping Contest, so don’t expect anything until sometime after the contest wraps up on March 4th, 2019.
This map is using all the original textures from KF1. When I said “enhanced” what I meant was that instead of just having a basic flat Diffuse texture there are now Normal & Specular maps to go along with the stock KF1 diffuse textures.
Even if I was to only use the Diffuse texture maps from KF1 without any supporting Normal or Specular maps the textures would still look slightly different simply due to how UE3 filters bitmap textures compared to UE2 (Which is what KF1 runs on) .
[KF-KF1 Manor KFMapSummary]
MapName=KF-KF1_Manor
ScreenshotPathName=UI_MapPreview_TEX.UI_MapPreview_Placeholder
They stopped showing after an update to the game quite some time ago.
( Fun fact they also broke physics volumes around the same time as well )
MapName=KF-KF1Manor < ? is it right
Hey thanks for the video, I noticed that you’re playing an old build of the map.
With the most current version the trader actually works exactly the same as in KF1, also all the AI pathing has been completely redone.
This updating issue is due to switching from the GUI workshop upload tool to the command line based one. (Which is an issue that TW still hasn’t fixed since the game first launched into Early Access)
The only solution is to delete the map entry in your game (or servers) “cache” folder, this will force the map to be updated properly.
The folder’s ID number is 682290186
Did a preview video of it too.
https://youtu.be/WieuemQeMrg
Yes, but it takes quite a bit of time to port maps.
Have you and the server owner tried deleting the cache folders where the maps are located.
Check Change Notes for details.
Other than that, good work.
I've made a video of it, look!
https://www.youtube.com/watch?v=n8vvTUopDyg
(Authorship -> description)
Not a major issue because the zed can eventualy find a path and move around the chair. I saw clots and husks blocked here.
Change Log