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




https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3577626884
I did see that one, but was hoping there was another way since I'm on Linux. Running that custom window's app inside the game's container is a pain.
the rover's build data is likely stored in the image itself via steganography[en.wikipedia.org], which would explain why you couldn't find any metadata (the 2008 game Spore did the same thing). in addition to being unable to edit the vehicle.png without losing rover data, it doesn't seem like the workshop thumbnail is actually stored locally at all? the closest I found while searching was a workshopPreviewTmp.png I found that generates in the save folder whenever you upload something to the workshop, and it gets replaced as soon as you upload/edit a workshop submission
Thanks for looking as well. I did find that the game's PNG layer name needs to match the slot number. It also marks the PNG as corrupt if it has more than one layer.
I too did wonder about steganography myself but... looking at the color layers I saw they seemed to have a notch in them that looked odd. Maybe it is just related to a LUT or limited color palette though.
Oh, and Terratech also stories data (metadata IIRC) in their PNG thumbnails. Maybe I'll write or port that app to Linux if I get the chance.