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








Crop the images in the first row to a height of 999, keeping the other at 1000 and leaving a blank line of 1 px at the bottom of the image (this 1px line is completely ignored by TTS).
So: 999 + 6*1000 + 1 = 7000.
You can do this easily with the finished texture:
Just take your original texture and simply move the whole image up by 1 px. This will cut 1 px from the top row and leave the other rows at full height. Ignore the emerging 1 px line at the bottom.
thats what i did too, i tried both this and just enlarging the whole thing, both ways don't seem to fix it completly.
I assume that especially for those card texture sizes, the 1px trick only helps to some extend. Since UV is floating point calculation, there will still be some inaccuracy if the gap is not exactly equivalent to 1px for the mapping (maybe 0.98) which will add up for each row, making it most apparent on bottom rows.
The only chance is to report this to the devs again and hope for a fix, or to use bordered cards.
PS: It shows me that you are offline Oo