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 created a func_clip_vphysics but everything goes through it. I can't figure out why.
1. When making a massive glass pane (like the one in the picture under Step 4 of Glass and Grating), do I need to have individual sets of info_lighting and env_cubemap entities for each window section?
2.Also, I've noticed that, when making windows taller than 128 units, placing the cubemaps at the same height as the brush's centre leads to the glass changing its lighting when looking at it at different angles. I'd managed to fix it by placing the cubemaps 64 units above the ground, but as I want to have a massive window that's high up in the air, where should I place the cubemaps.