Zh/Observation Room: Difference between revisions

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{{lang|观察室}}
 
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{{lang|Observation Room}}
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[[File:Portal2 obervation room.jpg|thumb|300px|right|The rooms are also used as a light source, not only for decoration.]]
[[File:Portal2 obervation room.jpg|thumb|300px|right|The rooms are also used as a light source, not only for decoration.]]
{{portal2}} Observation Rooms are rooms high on the walls in the test chambers of Aperture's testing tracks. They were originally where Aperture Employees observed Test Subjects during their testing sequences, but these offices have since been abandoned. They are characterized by bright white and concrete wall textures, tiled floors and ceilings, refracting glass windows, and often computers and desks and other decaying equipment. They are also the main source of light in most test chambers and range in size from 128×64 to 128×256.
{{portal2}} 观察室是位于光圈科技轨道测试室高墙上的房间。它们最初是光圈科技员工在测试序列时观察测试对象的地方,但这些办公室现已废弃。其特点是明亮的白色和混凝土墙面纹理、瓷砖地板和天花板、折射玻璃窗,通常还有电脑、办公桌和其他破败的设备。它们也是大多数测试室的主要光源,尺寸在128×64到128×256之间。


There are several textures and props available in [[hammer]] for Portal 2 to create your own.  The [[light]], [[light_spot]], and [[env_projectedtexture]] entities are recommended for lighting.  Try these settings for a light or light_spot:
Portal 2 的 {{L|Valve_Hammer_Editor|Hammer}} 编辑器中,有多种纹理和道具可供你创建自己的观察室。推荐使用 {{L|light}},{{L|light_spot}},和 {{L|env_projectedtexture}} 实体进行光照。对于 light light_spot 实体,可以尝试以下设置:


::{| class=standard-table
::{| class=standard-table
Property Name || Value
属性名称 ||
|-
|-
| Brightness || ''255 255 255'' 1200
| Brightness || ''255 255 255'' 1200
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|}


Generally, the intensity for lights will be around 100 and light_spots will be around 1500.  Experimentation is key here, but these should be good starting values.
通常,light实体的光照强度值约为100,light_spot实体约为1500。具体数值需通过实验调整,但这些可作为基础参考值。


In [[Portal 2]], you can find observation room instances in the instances/labs folder.
在 {{L|Portal 2}} 中,观察室预制件存放于路径: instances/labs folder.


2-voxel observation rooms on Puzzlemaker maps have a light and an [[env_projectedtexture]] in it. Single voxel are normal ones with just a light.
在 {{L|Category:Portal_2_Puzzle_Maker|Puzzlemaker}} 中,双体素 (2-voxel) 观察室包含一个 light 和一个 {{L|env_projectedtexture}}。单体素 (Single voxel) 观察室是仅含一个 light 的标准类型。


For more information on making instances, go to [[func_instance]].
有关创建预制件 (instances) 的更多信息,请参阅 {{L|func_instance}}。


[[Category:Portal 2 Level Design]]
{{ACategory|Portal 2 Level Design}}

Revision as of 08:29, 23 June 2025

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The rooms are also used as a light source, not only for decoration.

传送门2 观察室是位于光圈科技轨道测试室高墙上的房间。它们最初是光圈科技员工在测试序列时观察测试对象的地方,但这些办公室现已废弃。其特点是明亮的白色和混凝土墙面纹理、瓷砖地板和天花板、折射玻璃窗,通常还有电脑、办公桌和其他破败的设备。它们也是大多数测试室的主要光源,尺寸在128×64到128×256之间。

在 Portal 2 的 Hammer(en) 编辑器中,有多种纹理和道具可供你创建自己的观察室。推荐使用 light(en)light_spot(en),和 env_projectedtexture(en) 实体进行光照。对于 light 或 light_spot 实体,可以尝试以下设置:

属性名称
Brightness 255 255 255 1200
Constant 100000
Linear 0
Quadratic 1

通常,light实体的光照强度值约为100,light_spot实体约为1500。具体数值需通过实验调整,但这些可作为基础参考值。

Portal 2(en) 中,观察室预制件存放于路径: instances/labs folder.

Puzzlemaker(en) 中,双体素 (2-voxel) 观察室包含一个 light 和一个 env_projectedtexture(en)。单体素 (Single voxel) 观察室是仅含一个 light 的标准类型。

有关创建预制件 (instances) 的更多信息,请参阅 func_instance(en)