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








If the problem is in your own map, did you set Entity Name Fix Up to None on the instance? This was added to the current version of readme. If you've done this and you're still getting the error you could give me a link to the vmf and I'll have a look.
The blobs aren't being recolored in any maps, only the gel that's actually painted a surface is.
Were the blobs purple when you played Adhesion? (my map on the workshop)
One thing to note is that all of the brushes are tied to a single func_brush entity, except for one (the room brush). Would this cause any issues?
The blobs are correctly colored purple in the original map.
If you've followed the instructions accurately I believe it should work, I suggest you compare your map to the example and see if you can spot any differences.
The colour of the blobs is being overriden by textures in portal2_dlc2, I'm not sure if the grey texture in there was created by Valve or BEEMOD. When the desired textures are packed into the map they gain priority over the filesystem.
-Allow more than 1 cube to be adhesive (and allow multiple droppers if possible)
-Allow two cubes to adhere to each other (and more..)
-Add skins for others cube types (reflective + ball)
-Authorise the purple gel to have effect in angled panels
Thanks for your work yet ;)
I don't think anged panels will work well with the animation. Could be possible, but not with the animation.