Zh/Func viscluster: Difference between revisions

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{{lang|Func viscluster}}
{{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 <code>tools\toolstrigger</code>.
{{brush ent: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 <code>tools\toolstrigger</code>.
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[[expensive|昂贵]]的操作,损失性能。它应该使用<code>tools\toolstrigger</code>进行纹理化。
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[[expensive|昂贵]]的操作,损失性能。它应该使用<code>tools\toolstrigger</code>进行纹理化。



Revision as of 06:33, 27 August 2021

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Template:Brush ent:zh-cn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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