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  • 19:56, 27 June 2025Zh/GCF archive (hist | edit) ‎[1,712 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|GCF|title=GCF游戏缓存文件格式}} {{for|{{l4dbranch|2}}及后续版本、{{src13|2}}和{{src2|2}}使用的现代替代格式(也已反向移植至{{src04|2}}到{{src09|2}})|{{L|VPK (file format)|VPK文件格式}}}} '''GCF'''最初是'''G'''azelle '''C'''ache '''F'''ile的缩写(Gazelle是{{L|Steam}}的早期代号),现通常理解为'''G'''ame '''C'''ache '''F'''ile。GCF是{{L|Steam}}平台用于存储游戏内容和官方资源的Wikipe...")
  • 19:54, 27 June 2025Zh/VPKEdit (hist | edit) ‎[3,189 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|VPKEdit|title=VPK压缩包编辑器}} {{SoftwareBox <!-- 基础信息 --> | title = VPKEdit | image = <!-- 详细信息 --> | developer = {{u|craftablescience}} | initial_release = 2023年6月1日 | stable_release = | written_in = C++ | type = 地图工具 • VPK工具 | distribution = 免费开源 | website = [https://github.com/craftablescience/VPKEdit GitHub仓库] | download = [https://github.com/craftablescience/VPKEdit/releases 最新版本] | versi...")
  • 19:50, 27 June 2025Zh/BSPZIP (hist | edit) ‎[2,629 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|BSPZIP|title=BSPZIP打包工具}} {{src topicon}} {{map compile pipeline|source1}} {{toc-right}} '''BSPZIP'''是一款{{L|command-line|命令行}}工具,可将任意文件打包进{{L|BSP (Source 1)|BSP}}地图文件。加载地图时,这些文件会被挂载,效果等同于存放在游戏实际内容目录中。 {{tip|推荐使用{{L|#GUIs/Replacements|图形界面工具}}替代直接操作BSPZIP}} {{tip|通过支持{{w|LZMA}}压缩的{{L|ZIP}}解...")
  • 19:32, 27 June 2025Zh/International Sites (hist | edit) ‎[1,911 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|International Sites|title=国际站点}} {{Dead end|date=January 2024}} 本页面列出非英语的《半条命》及模组开发相关网站。 == 语言分类 == === 俄语 === * [http://www.hl-inside.ru/ Half-Life Inside] - 俄语站点"关于半条命宇宙的一切" * [http://www.source-inside.ru Source Inside] - 专注Source引擎的俄语站点 * [http://www.srcds.ru SRCDS Russia] - 俄语Source专用服务器专题站 === 德语 === * [https://m...")
  • 19:31, 27 June 2025Zh/News Site List (hist | edit) ‎[1,133 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Community News Sites|title=社区新闻站点}} 以下是社区常用的新闻网站列表: === 活跃新闻站点 === * [http://www.neutralcreeps.com/ NeutralCreeps.com] - 专注Dota 2的新闻站。'''注''':截至2023年5月6日,最后更新于2022年5月23日 * [http://www.steamfriends.com/ Steamfriends] - Steam社区站点。'''注''':2018年11月后未更新 * [http://www.rockpapershotgun.com/ Rock, Paper, Shotgun] - PC游戏及模组评...")
  • 09:37, 27 June 2025Zh/Visleaf (hist | edit) ‎[2,278 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Visleaf|title=可视区域}} {{Distinguish|VisGroup}} 每个'''可视区域'''(Visleaf,简称leaf)是地图中定义"可见表面簇"的中空体积空间。地图的每个可见表面都属于某个visleaf,主要由渲染引擎用于确定每帧需要渲染的区域。当某个visleaf的任一部分从当前visleaf可能可见时,该visleaf的全部内容都会被考虑渲染。 visleaf由{{L|vvis|VVIS}}编译工具根据{{L|BSP}}树...")
  • 09:33, 27 June 2025Zh/Hammer Build Programs (hist | edit) ‎[1,718 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Build Programs Options|title=编译程序选项}} center '''编译程序'''选项卡(位于{{LHelp|Hammer_Options_Dialog|Hammer选项对话框}}中)允许您为每个游戏配置指定地图编译所需的可执行文件。这些目录将在执行{{L|Hammer_Run_Map_Normal|运行地图}}命令时使用。 {{Warning|若计划在Hammer内进行编译,请务必确保这些设置正确。错误配置可能导致地图...")
  • 09:32, 27 June 2025Zh/Hammer Run Map Normal (hist | edit) ‎[2,281 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Run Map Dialog|title=运行地图对话框}} 此窗口允许运行将地图编译为Source引擎可用的.BSP格式所需的工具。'''运行地图'''对话框将显示为'''普通'''或'''{{L|Hammer_Run_Map_Expert|专家}}'''模式,具体取决于上次使用的模式。 '''普通'''编译对话框(如下图)提供编译过程的基本控制选项,适合简单的关卡测试。 == 设置 == File:Hammer_Run_Map_Normal.png|frame|right|Hammer"...")
  • 09:31, 27 June 2025Zh/Hammer Run Map Expert (hist | edit) ‎[3,477 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Expert Compile Mode|title=专家编译模式}} 此命令允许运行将地图编译为Source引擎可用的{{L|BSP}}格式所需的工具。'''运行地图'''对话框将显示为'''普通'''或'''专家'''('''高级''')模式,具体取决于上次使用的模式。 当您需要比{{L|Hammer_Run_Map_Normal|普通}}编译设置更灵活的选项时,专家编译模式极为有用。 File:Hammer_Run_Map_Expert.png == 配置 == 下拉列表包含所...")
  • 09:24, 27 June 2025Zh/SiN Episodes Level Creation (hist | edit) ‎[6,140 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|SiN Episodes - Level Creation|title=SiN Episodes - 关卡创建}} {{Sineps topicon}} {{DISPLAYTITLE: SiN Episodes - 关卡创建}} {{sineps}} 本文聚焦于{{sineps|1}}关卡设计。通用地图教程请见{{LCategory|Level Design|关卡设计}}。 __NOTOC__ {{category header | background-color=#E0E0E0 | border-color=lightgray}} {{category newcolumn | rowspan=1 | width=50% | background-color=#F7F7F7 | border-color=lightgray}} == 入门指南 == * {{L|Sin...")
  • 09:16, 27 June 2025Zh/VPhysics (hist | edit) ‎[5,185 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|VPhysics|title=VPhysics(物理引擎系统)}} {{Source topicon}} '''VPhysics'''是{{L|Source}}引擎内置的3D物理模拟系统,通过模拟{{wiki|Mass|质量}}、{{wiki|Gravitation|重力}}、{{wiki|Friction|摩擦力}}、{{wiki|Drag (physics)|空气阻力}}、{{wiki|Inertia|惯性}}和{{wiki|Buoyancy|浮力}}等物理特性,使物体运动碰撞更真实。 该引擎基于Ipion Virtual Physics技术开发,现由{{wiki|Havok}}维护(后被微...")
  • 09:11, 27 June 2025Zh/CollisionProperty (hist | edit) ‎[2,346 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|CollisionProperty|title=碰撞属性系统}} {{Underlinked|date=2024年1月}} 所有可碰撞实体都包含'''<code>CollisionProperty</code>'''组件。通过{{L|CBaseEntity}}中的<code>CollisionProp()</code>访问器可操作碰撞功能,主要特性包括: 使用{{L|VPhysics}}的实体还拥有<code>IPhysicsObject</code>接口,提供物理模拟相关的额外碰撞属性。 == 基础碰撞控制 == 实体运动时,碰撞属性的固体类型...")
  • 09:08, 27 June 2025Zh/Special effects (hist | edit) ‎[2,771 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Special Effects|title=特效系统}} {{Abstract Coding}} {{Abstract Mapping}} == 地图特效 == === 文章 === * {{L|Dust, Fog, & Smoke|灰尘、雾效与烟雾}} * {{L|Explosions|爆炸效果}} === 实体 === 以下特效可直接通过实体添加到地图中,无需修改代码或配置文件: * {{L|env_beam}} - 激光或光柱(另见{{L|env_laser}}) * {{L|env_blood}} - 血迹飞溅 * {{L|env_bubbles}} - 生成指定区域内的气泡 * {{L|env...")
  • 09:06, 27 June 2025Zh/Sprite (hist | edit) ‎[4,652 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Sprite|title=精灵图}} {{split|本页介绍适用于所有Valve游戏的通用精灵图内容。 <br>• 将Source引擎特有的着色器内容移至{{L|Sprite (shader)}}和{{L|$spriteorientation}},另见{{L|Shaders in Sprites\}}。 <br>• GoldSrc引擎特有内容应归属于{{L|SPR}}页面}} 在{{GoldSrc|4}}和{{Source|4}}引擎中,'''精灵图'''是通过特殊几何处理技术渲染的世界对象。其本质是(静态或动态的)2D图像...")
  • 09:01, 27 June 2025Zh/Vertex (hist | edit) ‎[640 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Vertex|title=顶点}} {{Underlinked|date=2024年1月}} {{note|关于Hammer顶点工具,请{{L|Hammer Vertex Tool|点击此处}}。}} '''顶点'''(复数形式:vertices)是构成{{wiki|polygon|多边形}}三个基本点之一的空间坐标点,通常用XYZ矢量表示,例如:<code>(0 0 0)</code>。 顶点本身不可见,真正被渲染的是它们共同构成的多边形。但顶点包含"法线"分量,用于决定所附着多边形角接...")
  • 08:59, 27 June 2025Zh/Complex Brush Creation (hist | edit) ‎[6,285 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Advanced Brush Techniques|title=高级笔刷技巧}} {{Warning|本指南所述方法可能导致随机错误,包括浮点精度丢失、创建无效笔刷等问题。操作时请谨慎。建议将复杂笔刷转为模型,可使用{{L|Propper}}或Hammer++的{{L|Hammer++/Propper++|Propper++}},或使用{{L|Displacement|位移贴图}}和{{L|Instance|实例化}}等替代方案}} == 概述 == 使用{{L|Valve Hammer Editor|Hammer}}编辑器时,无需创...")
  • 08:49, 27 June 2025Zh/Displacement Grass (hist | edit) ‎[2,758 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|位移地形草皮制作指南|title=Displacement Grass Creation Tutorial}} {{cleanup}} <!-- 此页面需要分节和浮动图片优化 --> 本文将通过示例项目演示如何在位移表面上随机生成草皮,避免深入displacement|位移地形技术细节。示例包含三个不同设置的笔刷,展示混合贴图的实际应用效果。教程适用于{{L|HL2|半条命2}}、{{L|HL2DM|半条命2:死亡竞赛}}和{{L|CS:S|反恐精英...")
  • 08:43, 27 June 2025User:WoShiGeNiCheng/zh (hist | edit) ‎[478 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|WoShiGeNiCheng|title=''<big>WoShiGeNiCheng 我是个昵称-hello</big>''}} {{Userbox translator | 1=en | 2=zh }} 林宇童,一位平凡的中国起源引擎开发者, 专注于研究《传送门2》, 有时会翻译些网站。 中文页面再放点私货, 我肯定不会把<small><small><small><small><small>尹元宁</small></small></small></small></small>给放进这个网页里。呵呵。 <br/> [https://space.bilibili.com/1781844830 Bilibili个人空间]") originally created as "Zh/User:WoShiGeNiCheng"
  • 08:37, 27 June 2025Zh/Hammer++/Bugs and limitations with unsupported games (hist | edit) ‎[3,384 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Bugs and limitations with unsupported games|title=Hammer++在不支持游戏的错误和限制}} {{cleanup|语法与排版优化}} {{toc-right}} =={{bms|4|黑山基地}}兼容性== {{todo|更新{{gmod|4}}版本适配情况}} 当前支持{{src13sp|4}}和{{src13mp|4}}版本,但存在以下影响稳定性的问题: ==={{L|Lightmapped_4WayBlend}}着色器缺失=== 无法正常编辑Xen星球及部分地表户外场景(该着色器被广泛使用) <gal...")
  • 08:30, 27 June 2025Zh/Half-Life Model Viewer++ (hist | edit) ‎[3,864 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{infotable | dev = ficool2 | img = File:Hlmvpp-48px.png | type = t2 | engine = 2 | platform = {{win|4}} | discord = https://discord.gg/nMedGaF7af | twitter = https://twitter.com/HLMVPlusPlus }} {{hlmvpp|4|nt=1}} ({{hlmvpp|3|nt=3|HLMV++}}) 是由社区开发的{{hlmv|2|nt=1|起源引擎模型查看器}}升级版,为{{source|2|起源引擎}}提供功能增强的模型查看工具。该工具由{{hammerpp|2|H...")
  • 08:19, 27 June 2025Zh/Propper (hist | edit) ‎[5,364 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{lang|Propper|title=Propper模型转换工具}} {{L|propper|4.1}} 是经过修改的{{L|VBSP}}版本,可输出{{L|model|模型}}文件而非{{L|BSP (Source)|BSP}}文件。 Propper允许用户使用{{L|hammer|4|Hammer编辑器}}而非专业建模软件轻松创建模型。它能保持贴图映射完整,并可自动生成{{L|Collision mesh|物理碰撞网格}}。 {{modernDeprecated|如果您使用{{L|hammerpp|2|Hammer++}},现在可以通过{{code|...")
  • 08:15, 27 June 2025Zh/BEE2 (hist | edit) ‎[1,086 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{stub}} 480px|right {{bee2|4}} 是一个允许您自定义{{L|Portal 2 Puzzle Maker|传送门2谜题编辑器}}及其创建关卡的应用程序,可添加新风格、语音台词、谜题元素等内容。 == 历史 == BEE2于2015年5月27日进入测试阶段,并于2018年12月9日正式发布,版本号为BEE2 4.32.0。 == 功能 == 使用BEE2,您可以通过以下方式修改标准谜题编辑器(及其创建的关...")
  • 08:11, 27 June 2025Zh/Pakrat (hist | edit) ‎[2,440 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Pakrat|Pakrat打包工具}} {{instead|VIDE}} {{L|pakrat|4.1}} 是Valve的{{L|BSPZIP}}工具的图形界面替代品。 Pakrat能够扫描BSP文件,自动识别地图中使用的所有贴图、材质和模型文件,并将自定义内容嵌入到BSP文件中。 {{warning|已知Pakrat会在删除并重新保存打包内容时损坏BSP文件。为确保正确打包自定义内容,必须在再次保存BSP前确保所有内容都已添加且无遗漏...")
  • 07:06, 27 June 2025Zh/Exploits (hist | edit) ‎[12,096 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Source Engine Bugs and Exploits|title=起源引擎漏洞与技巧}} {{stub|需要补充其他游戏内容(TF2, L4D, HL1)}} {{L|Source}}引擎已存在十多年。《半条命》甚至诞生于上个千年。毫无疑问,[https://wiki.sourceruns.org/wiki/Main_Page 存在这么久的游戏通常会有大量已知漏洞、技巧和玩法],任何速通视频都能展示玩家如何利用它们(不过大多数速通玩家使用游戏旧版本,因为Valve...")
  • 06:21, 27 June 2025Zh/Your First Portal Level (hist | edit) ‎[19,797 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Level_Design_Introduction_(Portal_2)/Your_First_Level|title=你的第一个关卡}} {{back | Category:Zh/Portal 2 Level Design|Portal 2关卡设计介绍}} {{Portal 2 level intro menu}}__TOC__ {{Note|This article was created by WoShiGeNiCheng(我是个昵称-hello) by modifying the first lab article of Portal 2, and will be removed if it is infringing(probably not).}} ''{{L|brush}}''(刷子)是在Hammer中用'''Block'''工具创...")
  • 06:18, 27 June 2025Your First Portal Level (hist | edit) ‎[21,377 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Level_Design_Introduction_(Portal_2)/Your_First_Level|title=你的第一个关卡(Portal 2)}} {{back | Category:Zh/Portal 2 Level Design|Portal 2关卡设计介绍}} {{Portal 2 level intro menu}}__TOC__ ''{{L|brush}}''(刷子)是在Hammer中用'''Block'''工具创建的3D物体。Brush用来创建天花板和地板之类大块的表面的。我们将使用brush来创建一个房间。 == 用brush创建地板 == File:l4d_hammer_brush_01.jpg|thumb...")
  • 06:01, 27 June 2025Zh/Hammer Vertex Tool (hist | edit) ‎[4,691 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Vertex manipulation|title=顶点编辑}} {{ACategory|Hammer工具}} float|left 顶点编辑允许你完全控制实体对象的形状。使用'''顶点工具'''时,你可以通过操纵单个顶点和笔刷边缘来重塑对象,轻松创建特殊(有时是无效的)形状。这对于修改对象组中的特定部分非常有用,因为调整大小会影响组中的其他对象。此外,它还可以制作出用平面切割...")
  • 05:54, 27 June 2025Zh/Creating Angled Geometry (hist | edit) ‎[2,007 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Creating Angled Geometry|title=斜面几何体创建教程}} == 核心要点 == 斜面几何体能为关卡增添深度与真实感,相比纯直角结构更贴近现实世界。 {{Note|建议先掌握{{L|Hammer Vertex Tool|顶点工具}}的基本操作}} thumb|600px|center|3D视角效果 thumb|600px|center|2D视图效果 {{tip|可创建自定义导向网格辅助对齐,完成后用{{L...")
  • 05:50, 27 June 2025Zh/Entity creation (hist | edit) ‎[1,734 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Entity creation in Hammer|title=Hammer实体创建指南}} == 实体概述 == 实体是将静态建筑转化为互动环境的关键元素(如怪物、门、开关、灯光等),可用实体类型取决于目标游戏。 == 点实体创建 == frame|right|通过新建对象工具栏选择实体 1. 选择{{L|Hammer Entity Tool|实体工具}} {{key|Shift|E}} 2. 在{{L|Hammer New Objects Toolbar|新建对象工具栏}}选...")
  • 05:48, 27 June 2025Zh/Hammer Map Menu (hist | edit) ‎[1,560 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Hammer Map Menu|title=Hammer地图菜单}} HMenu3_Map right == 网格设置 == * '''吸附网格 {{key|Shift|W}}''' 使对象自动对齐当前网格 * '''显示网格 {{key|Shift|R}}''' 切换网格显示(不影响吸附功能) * '''调整网格尺寸''' {{key|[}} 缩小 / {{key|]}} 放大 {{note|网格尺寸按2的幂次方变化(1→2→4→8→16...)}} == 单位设置 == ...")
  • 05:44, 27 June 2025Zh/Hammer Transform Dialog (hist | edit) ‎[829 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Hammer Transform Dialog|title=Hammer变换对话框}} '''变换对话框'''允许通过精确数值对物体进行旋转、缩放或移动操作(单位:度/单位长度)。 center|Hammer变换对话框 == 功能说明 == * '''移动''':沿指定轴向平移物体 * '''旋转''':按输入角度绕轴旋转 * '''缩放''':等比/非等比缩放物体 {{bug|hidetested=1|参数值为0时会出现异常,建...")
  • 05:43, 27 June 2025Zh/Hammer Replace Textures Dialog (hist | edit) ‎[1,303 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Hammer Replace Textures Dialog|title=贴图替换对话框}} File:hammer_replacetexturesdialog.png == 查找设置 == * '''查找字段''':输入要替换的贴图名称 * '''浏览按钮''':从{{L|Texture Browser|贴图浏览器}}选择参考贴图 == 替换设置 == * '''替换字段''':输入目标替换贴图名称 * '''浏览按钮''':从贴图浏览器选择新贴图 == 作用范围 == * '''全部对象''':影响地图中所有对象...")
  • 05:41, 27 June 2025Zh/Hammer Tools Menu (hist | edit) ‎[2,190 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Hammer Tools Menu|title=Hammer工具菜单}} thumb|right|工具菜单 == 核心工具 == === 雕刻工具 {{key|Ctrl|Shift|C}} === {{warning|此工具会切割'''所有'''接触的物体,建议改用顶点编辑或静态模型。雕刻工具是Quake1引擎遗留功能,会产生破碎几何体。}} {{tip|[https://gamebanana.com/tuts/12645 替代方案教程]}} === 空心化 {{key|Ctrl|H}} === 打开{{L|Hammer_Make_Hollow_D...")
  • 05:37, 27 June 2025Zh/Hammer New Objects Toolbar (hist | edit) ‎[1,925 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Hammer New Objects Toolbar|title=Hammer新建对象工具栏}} {{ACategory|Hammer Toolbars}} '''新建对象工具栏'''控制Hammer中多种对象的创建方式,包括{{L|entity|实体}}、{{L|prefab|预制件}}和{{L|brush|笔刷}}。根据当前操作模式({{L|#Primitives Mode|基础几何体}}、{{L|#Entities Mode|实体}}或{{L|#Prefabs Mode|预制件}}),工具栏会显示对应选项。 == 核心功能 == * '''toWorld {{key|Ctrl|Shift|W}}'...")
  • 05:35, 27 June 2025Zh/Hammer Entity Tool (hist | edit) ‎[1,125 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Hammer Entity Tool|title=Hammer实体工具}} float|left 此工具用于在场景中放置基于{{L|Entity|点实体}}。点实体仅存在于空间某一点,其效果不依赖于笔刷几何体。 选中'''实体工具'''后,{{L|Hammer New Objects Toolbar|新建对象工具栏}}将显示可选实体列表。选择实体类型后: - 在2D视图中点击并按{{key|Enter}}放置 - 在3D视图中点击笔刷表面可直接将...")
  • 05:30, 27 June 2025Zh/Hammer Block Tool (hist | edit) ‎[1,249 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Hammer Block Tool|title=Hammer笔刷工具}} float|left 这是Hammer中最基础的{{L|Basic Construction|笔刷创建工具}}。'''笔刷工具'''可用于创建多种{{L|Primitive|基础几何体}},也能用于放置{{L|prefab|预制件}}。选中工具后,{{L|Hammer New Objects Toolbar|新建对象工具栏}}会显示可选对象列表。 == 创建笔刷 == right 创建{{L|brush|笔刷}}的四个基...")
  • 05:27, 27 June 2025Zh/Hammer Clipping Tool (hist | edit) ‎[1,085 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Hammer Clipping Tool|title=Hammer剪切工具}} float|left '''剪切工具'''允许使用''剪切平面''分割当前选中的笔刷。该工具能精确切割实体,并保留任意部分,比{{L|Carve Tool|雕刻工具}}或{{L|Vertex manipulation|顶点编辑}}更高效。可选择仅分割笔刷或直接切除部分。 == 使用方法 == # 用{{L|Selection Tool|选择工具}}选中目标笔刷 # 在{{L|MapTools|地图工具}}...")
  • 05:27, 27 June 2025Zh/Clipping (hist | edit) ‎[377 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanugageBar}} {{disambig}} '''剪切'''(Clipping)可能指以下内容: * {{L|Hammer Clipping Tool}} - 用于沿剪切平面分割笔刷的工具 * 应用了{{L|Clip texture}}的笔刷创建 ** {{Left 4 Dead}}相关:{{L|L4D Level Design/Clip Brushes}} ** {{Team Fortress 2}}相关:{{L|TF2 Design Theory#Clipping|TF2设计理论-剪切}} {{ACategory|Hammer Tools}}")
  • 05:25, 27 June 2025Zh/Hammer Arch Properties (hist | edit) ‎[1,443 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Hammer Arch Properties|title=Hammer弧形工具属性}} {{ACategory|Hammer Tools}} '''弧形工具'''可快速创建复杂曲线结构(如拱门/螺旋楼梯),图形预览窗口实时显示参数调整效果。 File:Hammer_Arch_Dialog.png == 功能参数 == === 预览 === 实时更新当前设置的弧形预览图。 === 墙体宽度 === 定义弧形单块组件的宽度。 {{note|负值可扩展弧形外径}} === 分段数量 === 取值范围...")
  • 05:24, 27 June 2025Zh/Creating a Curved Hallway (hist | edit) ‎[2,512 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Creating a Curved Hallway|title=弧形走廊制作教程}} __TOC__ Hammer编辑器的{{L|Hammer Arch Properties|弧形工具}}能创建平滑的空间过渡,打破"方块化"设计。本教程将演示弧形走廊的制作方法。 {{note|建议先熟悉{{L|Hammer Arch Properties}}页面再继续。}} :示例包含两组笔刷:两堵16单位厚、512单位长的墙面呈直角相交(交点已被{{L|Clipping|裁剪工具}}处理),地板长度相...")
  • 05:21, 27 June 2025Zh/Gel (Portal 2) (hist | edit) ‎[2,594 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Gel (Portal 2)|title=凝胶系统(传送门2)}} thumb|right|300px|三种基础凝胶:弹跳(蓝)、加速(橙)、转化(灰) thumb|300px|空中飞溅的弹跳凝胶 '''凝胶'''(Gel/Paint)是{{L|Portal 2}}的核心解谜机制,通过{{L|droppers}}以粘稠团块或炸弹包形式释放。接触大多数表面后会改变其物理特性,但玻璃不可染色,栅格...")
  • 05:12, 27 June 2025Zh/Prop weighted cube (hist | edit) ‎[2,606 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|prop_weighted_cube|title=加权存储方块实体}} thumb|right|500px|光圈科技加权存储方块的类型 {{this is a|model entity|name=prop_weighted_cube|game=Portal 2}} 该实体代表各种类型的加权存储方块,包括能折射{{L|Thermal Discouragement Beam|热 discouragement 光束}}的劝导型方块。可被{{L|gel|凝胶}}染色。 {{note|怪物方块属于独立实体 {{L|prop_monster_box}}。}} {{tip|[ht...")
  • 05:10, 27 June 2025Zh/Dropper (Portal 2) (hist | edit) ‎[3,421 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Dropper (Portal 2)|title=掉落装置(传送门2)}} thumb|right '''掉落装置'''是{{L|Portal 2|传送门2}}中的谜题元素,用于释放{{L|gel|凝胶}}和{{L|Cube_(Portal_2)|方块}}等物体。可连接至{{L|button (Portal 2)|按钮}}或其他输入设备。 == 创建掉落装置 == 1. 创建 {{L|func_instance}} 实体并设置以下属性: ::{| class=standard-table ! 属性名 || 值 |- | Fix up Name || box_droppe...")
  • 05:00, 27 June 2025Zh/Creating a wake-up bed (hist | edit) ‎[3,347 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Creating_a_wake-up_bed|title=创建苏醒床}} {{DISPLAYTITLE: Portal - 教程 - 床}} {{L|Portal Level Creation|返回关卡创建}} == 介绍 == 创建苏醒床非常简单。如果您反编译了第一关并进行分析,可能会注意到其中有许多使过程复杂化的多余实体。 ===模型=== 创建两个 prop_dynamic 实体:一个使用 ''models\props\bed_body_reference.mdl'',另一个使用 ''models\props\bed_cover_reference.mdl''。...")
  • 04:49, 27 June 2025Zh/General Sites (hist | edit) ‎[1,411 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Modding_Resources|title=模组开发资源站点}} <!-- 编者注:本页资源最终应归类至下方具体分类中(允许重复收录),待页面清空后可删除 --> == 综合资源 == * {{L|http://steamcommunity.com/app/211/discussions|Source SDK官方论坛}}(已关闭{{L|http://www.chatbear.com/board.plm?b=668&v=flatold|VERC社区论坛}}存档) * {{L|http://www.moddb.com|ModDB}} - 全球最大模组数据库,含{{L|https://www.indiedb....")
  • 04:46, 27 June 2025Zh/Advanced Lighting (hist | edit) ‎[4,584 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Light_Entities|title=光源实体系统}} {{category header}} {{category newcolumn}} === {{ent|light_dynamic}} === link=light|left 可移动的动态光源,能实时改变位置和照射目标。作为引擎中计算开销最大的光源类型,建议谨慎使用。 {{note|该实体实际包含两个光源:锥形光+聚光灯,部分参数可能仅影响其中一种}}{{clr}} {{category cell}} === {{ent|env_particlelight}} === ...")
  • 04:42, 27 June 2025Zh/Trigger Events Between Levels (hist | edit) ‎[2,895 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Cross-Map_Entity_Control|title=跨地图实体控制指南}} {{Note|本文适用于单人模式,多人游戏不适用{{L|trigger_changelevel}}。回合制多人游戏可使用相同实体修改下回合设置,详见底部{{L|#External links|外部链接}}。}} 当关卡逻辑复杂度超出引擎限制时(如按钮控制灯光),可通过{{L|env_global}}实现跨地图的实体控制。本文假设您已掌握基础地图切换设置。 == 单次...")
  • 04:39, 27 June 2025Zh/Filter Applications (hist | edit) ‎[2,656 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Filter_Applications|title=过滤器应用指南}} {{Underlinked|date=January 2024}} == 过滤器应用场景 == 本教程讲解Source引擎基础实体类'''过滤器(Filters)'''的用途。这套强大的实体系统能基于目标名称(targetname)、类名(classname)、伤害类型(damagetype)或其组合条件来触发特定行为,在关卡设计中具有广泛用途。例如在设计夺旗模式(CTF)地图时,就需要用过滤...")
  • 04:37, 27 June 2025Zh/Dimensions (hist | edit) ‎[1,714 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Dimensions|title=游戏尺度标准}} {{disambig}} <!-- 主分类应添加到主页面,此处仅保留导航功能 --> * {{gldsrc|4}}引擎游戏: ** {{L|GoldSrc Dimensions|GoldSrc标准尺度}} *** {{cs|4}}、{{czero|4|nt=3}}和{{czeror|4|nt=3}}专属尺度参见{{L|GoldSrc Dimensions#Counter-Strike|反恐精英特别规范}} *** {{dod|4}}尺度参见{{L|Day of Defeat Mapper's Reference|胜利之日地图制作参考}} *** {{ricochet|4}}补充规范...")
  • 04:35, 27 June 2025Zh/Nodegraph (hist | edit) ‎[5,247 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Nodegraph|title=节点导航图系统}} {{toc-right}} '''节点导航图(nodegraph)'''是地图中专用于辅助非玩家角色实时寻路的特殊组件。它由手动放置的"节点"和自动生成的连接线构成,在加载包含NPC的地图时会自动生成。 每个节点代表地图上一个NPC可移动的精确位置。游戏会自动在相邻节点间生成"连接线",NPC通过连接线在节点间移动(不一定沿直线...")
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