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Combined display of all available logs of Valve Developer Community. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).
- 07:20, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Trigger portal cleanser (Created page with "{{LanguageBar}} {{CD|CTriggerPortalCleanser|base=CBaseTrigger}} {{this is a|brush entity|name=trigger_portal_cleanser|series=Portal}} 该实体用于创建"物质释放网"/"溶解场"粒子效果,当玩家接触时会移除物体和传送门。 {{Bug|hidetested=1|在{{Portal|4}}中,若死亡时处于溶解场内可能导致玩家T型尸体可见溶解或游戏崩溃(当允许物理对象接触此触发器时)。{{workaround}...")
- 07:17, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Trigger hurt (Created page with "{{LanguageBar}} {{tabsBar|main=gs2|base=trigger_hurt}} {{CD|CTriggerHurt|file1=triggers.cpp}} {{This is a|brush entity|name=trigger_hurt}} 这是一个会对接触{{L|entity|实体}}造成伤害的{{L|triggers|触发器}}体积。 不同伤害类型对{{ent|player|玩家}}的影响请参阅{{L|damage types|伤害类型}}列表。 {{note|部分伤害类型(如'''Generic''')仅造成50%伤害,而'''Fall'''等类型会造成100%伤害(不同游戏可能有所差异...")
- 07:12, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop detail (Created page with "{{LanguageBar|Prop detail}} {{this is a|model entity|internal=1|name=prop_detail}} 该实体用于手动创建细节道具,仅支持模型类细节道具,因此较少使用。 {{altnames|name1=detail_prop}} ==关键值== {{KV|World model|intn=model|studio|使用的世界模型,必须为静态道具且使用<code>UnlitGeneric</code>着色器(所有皮肤)。最大字符串长度:128。}} {{KV Angles}} {{KV|detailO...")
- 07:09, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Test Door (Portal 2) (Created page with "{{LanguageBar|Test Door (Portal 2)|title=测试门(Portal 2)}} {{stub}} '''测试室舱门'''是标准测试课程中的双圆形门结构,其中一侧显示有《Portal 2》的"出口"标志。 200px|thumb|right|测试门示意图 在官方关卡中,此类舱门专门用于划分测试室的起止区域以分隔不同谜题(与前作不同,《Portal》中同类舱门可作为谜题元素出现在课程中途)。 {{note|在《Porta...")
- 07:05, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Custom Floor Buttons (Created page with "{{LanguageBar|Custom Floor Buttons|title=制作自定义地板}} thumb|250px|right在{{portal2|4}}中制作自定义地板按钮非常简单。首批发布{{clarify}}的两个按钮由LemonLake创建,页面底部提供下载。 == 使用实例 == === 初始设置 === (只需设置一次!)在<code>steamapps</code>文件夹中导航至<code>common/portal2/sdk_content/maps/instances</code>,新建<code>drew</code>文件夹并将[htt...")
- 07:01, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Portal 2 Tutorials (Created page with "{{LanguageBar|Category:Portal 2 Tutorials|title=类别:传送门2教程}} {{p2 topicon}} 此分类收录所有{{portal2}}{{Portal2|3}}翻译相关教程文档。 {{ACategory|Tutorials}}{{ACategory|Portal 2}}")
- 06:56, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Attachment point (Created page with "#REDIRECT {{L|Attachments}}")
- 06:52, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Trigger once (Created page with "{{LanguageBar}} {{TabsBar}} {{CD|CTriggerOnce|file1=triggers.cpp}} {{This is a|brush entity|name=trigger_once}} 这是一种单次触发的体积触发器,在被符合条件的实体接触一次后会自动移除。通过输出信号可以激活其他实体的事件。 {{sensor brush}} == Keyvalues == {{KV Targetname}} {{KV BaseTrigger}} == 标志(Flags) == {{Fl BaseTrigger}} == 输入 == {{I|Toggle|在启用/禁用状态间切换}}...")
- 06:42, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop dynamic (Created page with "{{LanguageBar|Prop_dynamic|Prop_dynamic实体}} {{CD|CDynamicProp|file1=props.cpp}} {{this is a|model entity|name=prop_dynamic}} 用于放置可播放{{L|Skeletal animation|骨骼动画}}的{{L|model|模型实体}}。 {{tip|若模型无需运动且需要精细光照,建议使用性能更优的{{ent|prop_static}}}} {{note|默认禁止使用含内置物理数据的模型。通过Hammer模型浏览器的信息标签检查兼容性...")
- 06:36, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Panel (Created page with "{{lang|Panel}} {{ACategory|Classes}} {{ACategory|VGUI}} {{toc-right}} <code>{{L|Panel|vgui::Panel}}</code>是所有{{L|VGUI}}元素的基类。作为屏幕上的矩形区域,它具备绘制自身、处理事件和管理子元素的能力。 {{note|注意与{{L|panels|传送门2建筑面板}}区分}} == 核心函数 == === 基础控制 === ; <code>SetVisible(bool)</code> ; <code>bool IsVisible()</code> ; <code>bool IsFullyVisible()</code> : 不可见面...")
- 06:33, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Attachments (Created page with "{{LanguageBar|Attachments|附着点}} 附着点是模型上用于挂接游戏元素(如粒子特效、武器模型等)的锚点。当您需要让枪口喷射火焰,或为角色添加随身装备时,这些"魔法挂钩"就能大显身手。 == 创建附着点 == 每个附着点都必须绑定到骨骼,其空间坐标基于骨骼坐标系确定。 在<code>.qc</code>文件中添加如下格式定义: <pre> $attachment (名称) (骨骼名) (X) (Y) (Z) ["a...")
- 06:29, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic relay (Created page with "{{LanguageBar|Logic relay|title=Logic relay实体}} {{TabsBar|main=s2|base=logic relay}} {{This is a|logical entity|name=logic_relay|sprite=1}} {{CD|CLogicRelay|file1=logicrelay.cpp}} 作为输出转发器,该实体能通过单一输入触发多个{{L|Inputs and Outputs#Outputs|输出}},或通过禁用状态切断I/O链条。相比逐个修改相同输出,使用该实体能大幅提升工作效率——毕竟"一夫当关"总比"四处救火"来得轻松。 当{{...")
- 06:26, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Panels (Created page with "{{lang|Panels}} {{p2 topicon}} thumb|right|300px|"未来的建筑板材!"<br>——'''凯夫·约翰逊'''" {{L|portal2}} {{L|Panels|面板}}是贯穿{{L|Portal2|3}}的建筑元素。它们通过机械臂单独操控,共同构成测试室。这种独立运动机制让房间能对玩家做出反应——既可形成楼梯、新平台,也能像门一样开启,营造出房间"活过来"的沉浸感。 {{note|注意与{{L|panel|VGUI面板...")
- 06:22, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Reconstructing (Portal 2) (Created page with "{{LanguageBar}} {{ACategory|Portal 2 Level Design}} {{ACategory|Portal 2 Tutorials}} {{Portal 2 theme menu}} 这个{{L|Portal 2}}的视觉主题出现在单人战役玩家唤醒{{L|GLaDOS}}之后。由于GLaDOS将玩家扔进了设施更深处,这里既没有花草树木,也没有飞禽走兽;整个设施破败不堪,和早期的{{L|Destroyed (Portal 2)|废墟}}主题一样锈迹斑斑,到处都是断壁残垣和碎玻璃渣。 该主题也被用于合作模...")
- 05:39, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Template:Func point ent (Created page with "; {{code|<nowiki>{{func point ent}}</nowiki>}} <onlyinclude>{{ModernConfusion|这是一个点实体(point entity),尽管名称以{{mono|func_}}开头(该前缀通常用于刷子实体/brush entities)。{{#if:{{{1|}}}|<br>{{{1}}}|}} }}</onlyinclude> ; {{code|<nowiki>{{func point ent|额外说明文字}}</nowiki>}} {{func point ent|额外说明文字}}")
- 05:38, 26 June 2025 WoShiGeNiCheng talk contribs created page Template:Func point ent/Zh (Created page with "; {{code|<nowiki>{{func point ent}}</nowiki>}} <onlyinclude>{{ModernConfusion|这是一个点实体(point entity),尽管名称以{{mono|func_}}开头(该前缀通常用于刷子实体/brush entities)。{{#if:{{{1|}}}|<br>{{{1}}}|}} }}</onlyinclude> ; {{code|<nowiki>{{func point ent|额外说明文字}}</nowiki>}} {{func point ent|额外说明文字}}")
- 05:30, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Func instance io proxy (Created page with "{{LanguageBar|Func instance io proxy|title=Func_instance_io_proxy实体}} {{this is a|semi-internal=1|logical entity|since=Alien Swarm|name=func_instance_io_proxy}} ==实体描述== 用于在{{L|Instance|实例}}与{{L|Inputs and Outputs|实体I/O}}之间转发消息。 在实例内放置此实体的副本。通过代理的OnProxyRelay输出向实例内实体发送消息,使您能够从实例外部触发这些实体。从实例内实体向代理发送ProxyRelay消...")
- 05:09, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Working with instances (Created page with "{{LanguageBar|Working with instances|使用实例}} {{portal2}} 在制作《传送门2》地图时使用实例(Instances)能大幅提升效率——从谜题原型设计到最终发布,整个过程如虎添翼!官方创作工具提供的标准实例几乎涵盖地图制作所有元素:从基础物件如地板按钮,到复杂机关如方块生成器,甚至非游戏元素如观察室。 == 实例是什么? == 实例是地图构建时引用的VMF文件,...")
- 05:04, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Instance (Created page with "{{LanguageBar|Instance|title=实例}} '''实例'''(Instance)是通过{{ent|func_instance}}实体引用的地图文件(<code>.vmf</code>),可配合{{ent|func_instance_parms}}和/或{{ent|func_instance_io_proxy}}实体使用。 {{note|为使实例能编译进地图,{{ent|gameinfo.txt}}中必须包含指向游戏FGD文件的<code>GameData</code>键值。仅{{l4d2|4}}及后续版本与{{tf2|4}}默认包含此配置。其他游戏需手动添加才能...")
- 04:58, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Portal 2 Puzzle Maker (Created page with "{{LanguageBar|Category:Portal 2 Puzzle Maker|title=传送门2谜题制作器分类}} {{portal2}} 本分类聚焦使用游戏内置{{L|Portal 2 Puzzle Maker|谜题制作器}}进行《传送门2》关卡设计。如需查看基于{{L|Authoring Tools/SDK (Portal 2)|传送门2创作工具}}的地图制作文章,请移步{{L|Category:Portal 2 Level Design|传送门2关卡设计分类}}。 {{category header|background-color=#E0E0E0|border-color=lightgray}} {{category newcol...")
- 09:35, 25 June 2025 WoShiGeNiCheng talk contribs created page Zh/Portal 2 Puzzle Maker/Shortcuts (Created page with "{{lang|zh-CN|《传送门 2》谜题编辑器快捷键}} <onlyinclude>{| class=standard-table |{{key|Enter}}, {{key|+}} || 拉出表面,填充体积 |- | {{key|-}} || 推入表面,雕刻体积 |- | {{key|P}} || 批量修改选中表面的传送门通行属性 |- | {{key|O}} || 反转选中表面的传送门通行属性 |- | {{key|[}} || 将选中表面设为白色(可放置传送门) |- | {{key|]}} || 将选中表面设为黑色(不可放置传送门) |- | {...")
- 09:07, 25 June 2025 WoShiGeNiCheng talk contribs created page Zh/Cube (Portal 2) (Created page with "{{LanguageBar|Cube (Portal 2)|方块(传送门2)}} thumb|right|500px|立方体类型。 {{portals}} '''立方体(Cubes)'''是《传送门》系列中可携带的物体。立方体可以放置在按钮上来激活它。 在{{Portal 2|4}}中存在多种立方体。标准的配重存储立方体在触发按钮时颜色会从蓝色变为橙色。无棱安全球体作用相同,但呈球形,...")
- 08:54, 25 June 2025 WoShiGeNiCheng talk contribs created page Zh/Glass Light (Portal 2) (Created page with "thumb|right|300px|Wall Glass Lights. '''Glass Lights''', more commonly known as '''Light Strips''' in Portal 2 replace the Recessed Lights from the original Portal. They are used in almost every Portal 2 test chamber and often are the main source of lighting along with Observation Rooms. In this tutorial, you will learn how to create these light strips for your test chamber. {{note|Although recessed lights can still...")
- 07:31, 25 June 2025 WoShiGeNiCheng talk contribs created page Zh/Portal 2/Scripting/Script Functions (Created page with "{{LanguageBar|List of Portal 2 Script Functions|title='' Portal 2 ''脚本函数列表}} {{p2 topicon}}{{SQ topicon}} {{toc-right}} 此列表包含可用于的所有与{{Portal2|4}}游戏引擎相关的松鼠函数用于{{L|VScript}}。 当在{{L|Engine tools|工具模式}}运行游戏时可以使用<code>script_help</code>指令在控制台打印出来这些。 == 变量 == {| class="standard-table" !实例 !类型 !描述 |- |<code>Entities</code> |<code>#CEn...")
- 06:17, 25 June 2025 WoShiGeNiCheng talk contribs created page Zh/Level Design Introduction (Portal 2)/Gotchas (调试)
- 05:45, 24 June 2025 WoShiGeNiCheng talk contribs created page Zh/Authoring Tools/SDK (Portal 2) (Created page with "{{LanguageBar|title = 创作工具/SDK (Portal 2)}} {{P2 topicon}} 270px|right '''Portal 2创作工具'''包含为{{L|Portal 2}}制作模组和基于{{L|Hammer}}的地图所需的文件。Portal 2创作工具在Steam上免费提供给Portal2 PC版的所有人下载。请注意,大多数{{L|Portal Level Creation|Portal 1关卡设计}}理论也适用于Portal 2。你可以在{{LCategory|Portal 2 Level Design|类别:Portal 2 关卡设计}}...")
- 05:44, 24 June 2025 WoShiGeNiCheng talk contribs created page Zh/Portal 2 Puzzle Maker (传送门2谜题制作器)
- 07:36, 23 June 2025 WoShiGeNiCheng talk contribs created page User:WoShiGeNiCheng (Created page with "{{LanguageBar|WoShiGeNiCheng|title=''<big>WoShiGeNiCheng</big>, 我是个昵称''}}")
- 06:52, 23 June 2025 WoShiGeNiCheng talk contribs created page Zh/Clean (Portal 2) (Created page with "{{LanguageBar|Clean (Portal 2)|title=''<big>干净</big>''}} {{Portal 2 theme menu}} 此传送门2艺术主题用于单人战役的后期阶段显示, 在更深的光圈实验室室中。 它的特点是干净有序。 The lighting is mostly cold, thanks to glass lights, although some warm light strips may be present. This theme is usually considered to be the easiest to work with in Hammer, since Clean chambers are generally Po...")
- 06:37, 23 June 2025 WoShiGeNiCheng talk contribs created page Zh/Destroyed (Portal 2) (Created page with "{{LanguageBar|Destroyed (Portal 2)|title=''<big>毁灭</big>''}} {{Portal 2 theme menu}} 这一传送门2的美学主体也被称为'''"Clean Wheatley"''', 并且大量运用在合作课程4中。 它的特点是暴漏于光圈科技的某后主题。 深渊通常(但并非总是)取代了干净主题关卡中大多数酸液坑。 这种风格的测试应该看起来像被破坏的干净房间,或...")