Zh/Func viscluster: Difference between revisions

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(Created page with "{{lang|Func viscluster}} {{base brush:zh-cn|func_viscluster|since=Half-Life 2: Episode Two|internal=true}}它允许您手动告诉 VVIS 其体积内的 visleafs 都...")
 
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该实体''实际上并没有''改变地图中叶子的位置或数量。Hammer 的 [[portal file|portal 文件]]''说''会发生这种情况,但是{{ent|mat_leafvis}}之类的命令显示叶子仍然完好无损。}}
该实体''实际上并没有''改变地图中叶子的位置或数量。Hammer 的 [[portal file|portal 文件]]''说''会发生这种情况,但是{{ent|mat_leafvis}}之类的命令显示叶子仍然完好无损。}}


{{warning:zh-cn|The brush should not cross the surface of a [[Water (shader)|water material]] or an [[areaportal]]. If it really does need to be used over water, bring the brush level with the surface of the water on one side, and then create a second, separate <code>func_viscluster</code> on the other side. Never allow a <code>func_viscluster</code> brush to cross a water plane, or ''very'' strange things happen.
{{warning:zh-cn|笔刷不应穿过[[Water (shader)|水材质]]或 [[areaportal]] 的表面。如果确实需要在水上使用,请将笔刷水平放在一侧的水面上,然后在另一侧创建第二个单独的<code>func_viscluster</code>。永远不要让<code>func_viscluster</code>笔刷穿过水面,否则会发生''非常''奇怪的事情。}}
笔刷不应穿过[[Water (shader)|水材质]]或 [[areaportal]] 的表面。如果确实需要在水上使用,请将笔刷水平放在一侧的水面上,然后在另一侧创建第二个单独的<code>func_viscluster</code>。永远不要让<code>func_viscluster</code>笔刷穿过水面,否则会发生''非常''奇怪的事情。}}


==另请参阅==  
==另请参阅==  

Revision as of 06:31, 27 August 2021

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它允许您手动告诉 VVIS 其体积内的 visleafs 都可以相互看到,应视为一个。This is useful in large open areas where visibility calculations would otherwise take a very, very long time to complete. Poor use may be expensive for in-game performance. It should be textured with tools\toolstrigger.

这在大型开放区域很有用,否则这些区域的可见性计算将需要非常长时间才能完成。使用不当可能会对游戏性能造成昂贵的操作,损失性能。它应该使用tools\toolstrigger进行纹理化。

Note.png注意:这是一个内部实体。 当地图由VBSP编译时,它将被处理然后被删除:当地图运行时它不存在

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另请参阅