Zh/Func viscluster: Difference between revisions
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1416006136 (talk | contribs) (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| | {{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。