Zh/$illumposition: Difference between revisions
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{{this is a|QC | {{this is a|QC 命令|name=$illumposition}} 该命令用于设置模型相对于其原点的光照原点。 | ||
当引擎中为{{L|CBaseAnimating|动画或移动模型}}计算光照时,仅会通过{{L|BSP (Source)#Worldlights|worldlights 数据块}}对两个最亮光源进行光照计算。所有其他光源以及环境中的反弹光都来自单个{{L|ambient cube|环境立方体}}。 | |||
可以选择为光照原点指定骨骼名称。若指定,则给定的坐标将被解释为相对于该骨骼的位置。 | |||
{{note|$illumposition | {{note|$illumposition 可通过每个实体的 {{code|lightingorigin}} {{L|KV}} 覆盖(包括{{L|prop_static}})。}} | ||
{{important| | {{important|默认的光照原点''不是''模型原点,而是基于首个{{L|$sequence|序列}}的模型几何中心。}} | ||
== | == 语法 == | ||
$illumposition (x) (y) (z) [ | $illumposition (x) (y) (z) [可选骨骼名称] | ||
== | == 示例 == | ||
$illumposition 0.000 0.048 -0.115 | $illumposition 0.000 0.048 -0.115 | ||
Line 21: | Line 20: | ||
$illumposition 0.000 9.21 4.00 ValveBiped.Bip01_Pelvis | $illumposition 0.000 9.21 4.00 ValveBiped.Bip01_Pelvis | ||
== | == 另见 == | ||
* {{L|prop_static}} | * {{L|prop_static}} | ||
Latest revision as of 19:07, 18 April 2025

This page is Machine translated
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It is not recommended to use machine translation without any corrections.
If the article is not corrected in the long term, it will be removed.
Also, please make sure the article complies with the alternate languages guide.
This notice is put here by LanguageBar template and if you want to remove it after updating the translation you can do so on this page.
$illumposition
是一个QC 命令,可在所有的 起源 游戏中使用。 该命令用于设置模型相对于其原点的光照原点。
当引擎中为动画或移动模型 计算光照时,仅会通过worldlights 数据块 对两个最亮光源进行光照计算。所有其他光源以及环境中的反弹光都来自单个环境立方体 。
可以选择为光照原点指定骨骼名称。若指定,则给定的坐标将被解释为相对于该骨骼的位置。


语法
$illumposition (x) (y) (z) [可选骨骼名称]
示例
$illumposition 0.000 0.048 -0.115
$illumposition 0.000 9.21 4.00 ValveBiped.Bip01_Pelvis