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'm sure that itself is very fixable, but if there's an easy way to do it, I'm not aware. Otherwise I entirely lack the patience to work those out.
For context, Source in SFM views alpha layers (The top most layer of which is affected with stuff such as paints) differently than TF2. Where as TF2 sees the alpha layer as what it is and applies colors as necessary, SFM sees it as a stencil where white allows passthrough. And the texture below tends to be full black (Hence why by default they're stuck black) and the fix I did was paste the alpha layer texture to the lower base and then make the alpha texture full white for full color application.
Cutting out the alpha layer texture for me isn't perfect which leads to the leftover artifacting.
Or you can spawn it in the model search with "fwk_pyro_flamenco".
It does not add a new model, SFM should have it by default. Just.. uniquely stuck red for some reason.