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Zh/Glass creation (GoldSrc): Difference between revisions

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{{translate|This is a DeepL translation of [[Glass creation (GoldSrc)/ru]] with some lingual cleanup. It is not completely formatted, and may have some errors.}}
本文将指导您使用 Valve Hammer 编辑器为 GoldSrc(半条命)引擎创建一个简单的玻璃。
 
This article will walk you through the process of creating a simple glass in the Valve Hammer Editor for the GoldSrc (Half-Life) engine.


== Breakable glass ==
== 可破坏的玻璃 ==
# Open the texture browser
# 打开纹理浏览器
# Select a glass texture of your choice
# 选择你喜欢的玻璃纹理
# Create a brush
# 创建一个刷子(brush)
# Open the Object Properties window (highlight the brush and {{key|Ctrl|t}})
# 打开对象属性窗口(高亮刷子并按下 {{key|Ctrl|t}})
# Change the object class to func_breakable
# 将对象类更改为 func_breakable
# Ensure the Material type is Glass
# 确保材质类型为玻璃
# Change the FX Amount of the object to modify the transparency of the glass (1-255; 1 is fully transparent, 255 is fully opaque)
# 更改对象的 FX 量以修改玻璃的透明度(1-255;1 是完全透明,255 是完全不透明)
# (optional) Change the Strength of the object to modify the amount of damage required to break the glass (higher value is higher "health" of the glass)
# (可选)更改对象的强度以修改打破玻璃所需的伤害量(值越高,玻璃的“生命值”越高)
# (optional) Change Gibs Direction from Random to Relative to Attack
# (可选)将碎片方向从随机更改为相对于攻击方向
# (optional) Change the Render Mode to Additive (from Texture) to change the appearance
# (可选)将渲染模式从纹理更改为添加以改变外观
{{todo|What does Additive actually do?}}
{{todo|添加模式实际上是做什么的?}}


== Unbreakable glass ==
== 不可破坏的玻璃 ==
# Open the texture browser
# 打开纹理浏览器
# Select a glass texture of your choice
# 选择你喜欢的玻璃纹理
# Create a brush
# 创建一个刷子
# Open the Object Properties window (highlight the brush and {{key|Ctrl|t}})
# 打开对象属性窗口(高亮刷子并按下 {{key|Ctrl|t}}
# Change the FX Amount of the object to modify the transparency of the glass (1-255; 1 is fully transparent, 255 is fully opaque)
# 更改对象的 FX 量以修改玻璃的透明度(1-255;1 是完全透明,255 是完全不透明)
# (optional) Change the Render Mode to Additive (from Texture) to change the appearance
# (可选)将渲染模式从纹理更改为添加以改变外观
{{todo|What does Additive actually do?}}
{{todo|添加模式实际上是做什么的?}}


== External links ==
== 外链 ==
{{twhl|VERC: Glass and Transparency}} (originally posted on the VERC; mirrored from the [https://web.archive.org/web/20061028235012/http://collective.valve-erc.com/index.php?doc=1046993708-33637600 original] on the TWHL Wiki)<br>
{{twhl|VERC: Glass and Transparency}} (originally posted on the VERC; mirrored from the [https://web.archive.org/web/20061028235012/http://collective.valve-erc.com/index.php?doc=1046993708-33637600 original] on the TWHL Wiki)<br>
{{twhl|Tutorial: Glass}}<br>
{{twhl|Tutorial: Glass}}<br>

Latest revision as of 00:07, 16 September 2024

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GoldSrc (Half-Life SDK) Level Design
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This article or section needs to be cleaned up to conform to a higher standard of quality because:
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  • Additive translucency is the most common transparency method for glass, but changing renderamt can also work.
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本文将指导您使用 Valve Hammer 编辑器为 GoldSrc(半条命)引擎创建一个简单的玻璃。

可破坏的玻璃

  1. 打开纹理浏览器
  2. 选择你喜欢的玻璃纹理
  3. 创建一个刷子(brush)
  4. 打开对象属性窗口(高亮刷子并按下 Ctrl+t)
  5. 将对象类更改为 func_breakable
  6. 确保材质类型为玻璃
  7. 更改对象的 FX 量以修改玻璃的透明度(1-255;1 是完全透明,255 是完全不透明)
  8. (可选)更改对象的强度以修改打破玻璃所需的伤害量(值越高,玻璃的“生命值”越高)
  9. (可选)将碎片方向从随机更改为相对于攻击方向
  10. (可选)将渲染模式从纹理更改为添加以改变外观
待完善: 添加模式实际上是做什么的?

不可破坏的玻璃

  1. 打开纹理浏览器
  2. 选择你喜欢的玻璃纹理
  3. 创建一个刷子
  4. 打开对象属性窗口(高亮刷子并按下 Ctrl+t
  5. 更改对象的 FX 量以修改玻璃的透明度(1-255;1 是完全透明,255 是完全不透明)
  6. (可选)将渲染模式从纹理更改为添加以改变外观
待完善: 添加模式实际上是做什么的?

外链

Twhl hammer emote.png VERC: Glass and Transparency (originally posted on the VERC; mirrored from the original on the TWHL Wiki)
Twhl hammer emote.png Tutorial: Glass
Twhl hammer emote.png Vlatitude: Glass Tutorial
Twhl hammer emote.png Tutorial: Adding Glass to Doors