All public logs

Jump to navigation Jump to search

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).

Logs
(newest | oldest) View ( | ) (20 | 50 | 100 | 250 | 500)
  • 04:30, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Material (Created page with "{{LanguageBar|Material|title=材质}} {{distinguish|Texture|desc1=实际显示的图像}} {{stub}} == 概述 == 材质是引擎用来决定显示内容的文件。一个材质包含以下信息:要绘制哪些纹理、如何绘制它们、如何处理被绘制的纹理以及它应该如何反应。材质不同于纹理(Texture),后者才是实际被绘制的图像。 材质在{{src|4}}和{{src|2}}中的概念相同,但定义在不同的文件中: * {{src|4}...")
  • 04:28, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Choreography creation (Created page with "{{LanguageBar|Choreography creation|title=动作编排创作}} {{source topicon}} {{choreotut}} 本教程涵盖在{{source|4}}引擎游戏或模组中创建编排场景(简称'''场景''')的方法。它将引导您完成整个编排流程,最终使您能够从零开始创建场景。 但请注意,这并非一站式解决方案。虽然未涵盖所有技术或界面功能,但可以确保被省略的内容都是非必需的。 {{bugfix|(仅限Source SDK) {{f...")
  • 04:20, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Model (Redirected page to Zh/3D model) Tag: New redirect
  • 04:19, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/3D model (Created page with "{{LanguageBar|3D model|3D模型}} {{Source topicon}} thumb|在[[Softimage Mod Tool中编辑模型]] '''3D模型'''(以下简称"模型")是由顶点构成的3D网格结构,通常由多边形面片覆盖并应用{{L|material|材质}}。在Source引擎中,几乎所有非{{L|brush|笔刷}}几何体的对象都是模型,包括: * NPC角色 * 物理对象 * 武器 * 部分建筑结构 == 模型制作流程 == 1. 使用外部建...")
  • 04:09, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Valve Map Format (Redirected page to Zh/VMF (Valve Map Format)) Tag: New redirect
  • 04:04, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Smoothing Groups Dialog (Created page with "{{LanguageBar|Hammer Smoothing Groups Dialog|Hammer平滑组对话框}} {{ACategory|Hammer对话框}} '''平滑组对话框'''用于定义在编译时将被视为连续平滑表面的一组面。 File:Face_Edit_Smoothing.png == 平滑组概述 == Source引擎可通过平滑组使多个面呈现连续的光照效果。要正确实现平滑效果,面必须满足以下条件: 1. 必须共享公共边 2. 光照贴图必须相互对齐 3. {{L|Hammer Face Edit Dialo...")
  • 03:51, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prefab (Created page with "{{LanguageBar}} '''预置件'''(Prefab)是由多个部件(笔刷、模型或实体元素)组成的可重复使用的预制对象。预置系统允许您存储关卡片段以便快速复用,典型应用包括走廊、立柱、特殊实体配置等。 预置件实质是仅包含预置内容的小型地图文件(.{{L|VMF}}),通常存储在{{path|\sourcesdk\bin\prefabs}}目录下供{{L|Valve Hammer Editor|Hammer}}调用。{{note|橙盒引擎游戏需使用{...")
  • 03:17, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/VMF (Valve Map Format) (Created page with "{{LanguageBar}} {{tabsBar|main=MAP}} The '''Valve Map Format''' ('''VMF''') is a plain-text file format that stores raw (pre-compile) map data, used by the Valve Hammer Editor (since version 4.0) to save production-stage maps and prefabs. It contains information on all map brushes and entities in the KeyValues format stored with a ".vmf" extension. A .vmf file is the source code of a map designed for use in the engine. Like any source file it must...")
  • 02:15, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/MAP (file format) (Created page with "{{LanguageBar|MAP|title=地图文件格式}} {{tabsBar|main=MAP}} {{non-valve engine|engine|本文涵盖所有主流MAP文件格式变体(不限于{{gldsrc|2}}所用版本),全面解析该格式并说明兼容性问题的复杂性}} {{stub}} '''MAP文件格式'''是{{gldsrc|4.1}}、{{idtech2|4.1}}、{{idtech3|4.1}}和{{idtech4|4.1}}通用的纯文本格式,用于存储实体与场景几何数据({{idtech4|3.1}}引擎甚至可直接读取)。{{src|4.1}}的{{L|...")
  • 02:12, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/BSP (Created page with "{{LanguageBar|BSP|title=二进制空间分割}} {{disambig}}{{seealso|{{L|VMAP}},{{source2|4}}使用的全新地图格式(完全取代旧版引擎的BSP格式)}} '''BSP'''即{{L|Binary Space Partitioning|二进制空间分割}}技术,亦可指代以下采用{{code|.BSP}}扩展名的编译地图格式: * {{gldsrc}} {{L|BSP (GoldSrc)|BSP30}}(GoldSrc引擎使用) ** {{quake}} {{L|BSP (Quake)|BSP29}}(Quake引擎使用,GoldSrc格式的前身) ** {{quake}...")
  • 02:11, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Map (level design) (Created page with "{{LanguageBar|Map|title=地图}} {{stub}} '''地图'''是游戏中的独立''场景''。当游戏提示正在加载内容时,通常就是在加载新地图。 ==另见== * {{L|BSP}} * {{L|MAP}} * {{L|VMF}} * {{L|VMAP}} * {{L|Hammer|锤子编辑器}} {{ACategory|Glossary}}")
  • 02:07, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Source Engine Features (Created page with "{{LanguageBar|Source|title=起源引擎特性}} {{For|{{src2|4.1}}引擎特性|{{L|Source_2#Features|起源引擎2特性}}}} thumb|caption|right|400px|起源引擎实战场景 == 渲染系统 == {{source|4}}引擎拥有疾如闪电、稳如磐石且灵活多变的渲染技术。业界顶尖的着色器渲染能力助您游刃有余地驾驭复杂场景。起源引擎渲染器妙用多核/SIMD等先进处理器技术,配合{{L|Direct3D}}、{{L...")
  • 00:31, 27 June 2025 WoShiGeNiCheng talk contribs created page Valve Developer Community:Zh/Community portal (Created page with "{{LanguageBar|Community_Portal|title=社区门户}} {{Subpage|Help:Contents}} {{shortcut|VDC:CP}} {{Background | file = HL2 GamepadUI - Chapter 1.jpg | opacity = 0.13 | gradient-height = 250px }} <div style="display:flex; flex-direction:column; gap:.8em; align-items:center; margin-top:2em; margin-bottom:3em"> <span style="color:rgb(255 255 255 / 80%); font-weight:bold; font-size:1.75em">欢迎来到社区门户!</span> <span style="color:rgb(255 255 255 /...")
  • 00:29, 27 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Valve Developer Community (Created page with "{{LanguageBar|VDC_Category|title=Valve开发者社区分类导航}} {{VDC-navbox}} 这是Valve开发者社区分类体系中的顶级分类(因此自身不归属于任何分类)。它包含的子分类将帮助用户浏览百科内容。 {{ACategory|Valve Developer Community|Valve开发者社区}}")
  • 00:23, 27 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Third Party Source Tools (Created page with "__HIDDENCAT__ {{:Category:Zh/Third Party Tools}} {{sdktools|cat=0|0}} {{ACategory:Third Party Tools}} {{ACategory:Source Tools}}")
  • 00:20, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic compare (Created page with "{{Underlinked|date=January 2024}} {{LanguageBar|logic_compare|title=逻辑比较器}} left {{CD|CLogicCompare|file1=logicentities.cpp}} {{this is a|逻辑实体|name=logic_compare}} 用于比较两个数值("value"和"compare value")的关系并触发相应{{L|#Outputs|输出}}。 计算公式:(''value'' - ''compare value'') {{clr}} == 键值 == {{KV Targetname}} {{KV|Initial value|intn=InitialValue|integer|基准值的初始数值}} {{...")
  • 00:19, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Troubleshooting Outputs (Created page with "{{LanguageBar|Viewing_Inputs|title=查看输入}} {{stub}} ==== 查看输入 ==== thumb|right|输入标签页 1. 双击需要查看的实体 2. 切换到"Inputs"标签页 3. 此处显示该实体接收的所有输入信息 **调试用途**: - 排查实体连接错误 - 验证输入参数是否正确 - 检查输入触发时序 {{Note|当输出项显示红色叉号时,表示Hammer检测到配置错误}} ==== I/O队列 ==== 属性窗口底部...")
  • 00:15, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Variable (Redirected page to Zh/Wikipedia:Variable (computer science)) Tag: New redirect
  • 00:15, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Real (Created page with "{{LanguageBar|real|title=实数}} '''实数'''是一种可以存储整数和小数的{{L|variable|变量}}类型(例如{{L|float}}和double类型)。 使用实数的缺点在于它比{{L|integer}}类型占用更多存储空间,适用于需要高精度的数值计算场景,例如: * 坐标点(图表或地图) * 距离测量 * 其他需要精确测量的数值 {{ACategory|Variables|变量类型}}")
  • 00:14, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Float (Created page with "{{LanguageBar|float|title=浮点数}} <code>float</code>(全称"浮点数值")是指包含非零小数部分的数字(如3.5123),与仅存储整数的<code>integer</code>(如3)形成对比。 == 参见 == * {{L|Integer|整数}} * {{L|Real|实数}} {{ACategory|variables|变量类型}} {{stub}}")
  • 00:10, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Tf2 (Redirected page to Zh/Team Fortress 2) Tag: New redirect
  • 00:08, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/!picker (Redirected page to Zh/Targetname#Keywords) Tag: New redirect
  • 00:08, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Ent fire (Created page with "{{LanguageBar|ent_fire|title=ent_fire命令}} {{This is a|控制台命令|name=ent_fire}} 该命令用于触发实体的{{L|Inputs and Outputs|输入}},是程序员和地图制作者调试实体逻辑的核心工具。 {{warning|多人游戏中仅服务器/监听服务器主机可使用ent_fire}} {{note|在{{L|tf2}}等游戏中需改用{{code|script EntFire()}}命令: {{example|{{code|script EntFire("player", "SetHealth", "1", 5.0)}}}} == 使用方法 == {{pre|ent_...")
  • 00:01, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/AddOutput (Created page with "{{LanguageBar|AddOutput|title=AddOutput输入}} {{TabsBar|main=s2|base=AddOutput}} {{This is a|input|name=AddOutput}} 主要用于为实体的现有{{L|output}}注册额外动作,即"添加"输出。 语法: <syntaxhighlight lang=text><输出> <目标>:[输入]:[参数覆盖]:[延迟]:[触发次数(-1或0=无限,1=一次...)]</syntaxhighlight> * < > = 必填参数 * [ ] = 可选参数(若省略后续参数可不写冒号) * 输出 - 实体已有的输出项 *...")
  • 23:58, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Trigger multiple (Created page with "{{LanguageBar|trigger_multiple|title=多重触发器}} {{Source topicon}} {{TabsBar|main=Trigger multiple}} {{CD|CTriggerMultiple|file1=triggers.cpp|CBaseTrigger}} {{this is a|固体实体|name=trigger_multiple}} 这是一个当指定类型的{{L|entity}}进入或离开时会触发{{L|output}}的触发区域。 {{Sensor brush}} ==键值== {{KV Targetname}} {{KV|Delay Before Reset|intn=wait|float|重复触发间隔(秒),0默认为0.2,-1时触发后自毁(同tri...")
  • 23:56, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/User Inputs and Outputs (Created page with "{{LanguageBar|User_Inputs_Outputs|title=User输入输出系统}} '''FireUser1-4'''输入和'''OnUser1-4'''输出是所有支持{{L|Inputs_and_Outputs|输入输出}}的实体共有的控制接口。 == 核心机制 == 1. **双向绑定**: - 接收"FireUserN"输入必然触发对应"OnUserN"输出 - 功能等价于{{L|logic_relay}}的Trigger/OnTrigger组合 - 每个实体独立拥有4组互不干扰的通道 2. **设计优势**: - 实现单实体控制多...")
  • 23:46, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/CServerOnlyEntity (Created page with "{{LanguageBar|Non-Edict_Entities|title=非Edict实体}} 所有继承此类的实体均不计入{{L|edict}}数量限制。 {{ACategory|Entity System|实体系统}}")
  • 23:44, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Portal (Created page with "{{LanguageBar|Portal|title=传送门游戏相关}} 本分类包含与游戏《{{L|Portal|传送门}}》相关的所有页面。 {{ACategory|The Orange Box|橙盒}} {{ACategory|Valve Games|Valve游戏}}")
  • 23:42, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Output (Redirected page to Zh/Inputs and Outputs#Outputs) Tag: New redirect
  • 23:42, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Input (Redirected page to Zh/Inputs and Outputs#Inputs) Tag: New redirect
  • 23:41, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Portal Level Creation (Redirected page to Category:Zh/Portal level design) Tag: New redirect
  • 23:40, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic gate (Created page with "{{LanguageBar|logic_gate|title=逻辑门}} '''逻辑门'''是用于对多个{{L|boolean|布尔值}}{{L|input|输入}}执行逻辑运算并生成单一{{L|output|输出}}的模型。在游戏中可用于实现如"仅当特定按钮组处于特定开关状态时才开门"等复杂逻辑。 == 实现原理 == 在{{L|Source|起源}}引擎中,可通过组合{{L|logic_branch}}和{{L|logic_branch_listener}}实体实现逻辑门功能: 1. **输入设备**(如按钮)状...")
  • 23:36, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic branch listener (Created page with "{{LanguageBar|logic_branch_listener|title=logic_branch_listener(逻辑分支监听器)}} {{CD|CLogicBranchList|file1=logicentities.cpp}} {{this is a|逻辑实体|name=logic_branch_listener}} 用于监听多个{{L|logic_branch}}实体的状态变化,当任意分支状态改变时触发输出。可实现多条件联合判断。 == 键值 == {{KV|Logic Branch 01|to=Logic Branch 16|intn=Branch01|intn2=Branch16|target_destination|要监听的logic_branch实体名称(最...")
  • 23:35, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Boolean (Created page with "{{LanguageBar|boolean|title=布尔值}} '''布尔值'''是编程中表示开关状态的逻辑值,只能为"开"或"关"两种状态。在不同语境下的表示方式: * 启用状态:<code>true</code> 或 <code>1</code> * 禁用状态:<code>false</code> 或 <code>0</code> 不同引擎组件中的使用规范: * C++代码:通常使用<code>true/false</code>(占1字节) * {{L|hl|2}}原版SDK:使用<code>BOOL</code>类型(实际为4字节整型) *...")
  • 23:33, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic branch (Created page with "{{LanguageBar|logic_branch|title=logic_branch(逻辑分支实体)}} {{CD|CLogicBranch|file1=logicentities.cpp}} {{this is a|逻辑实体|name=logic_branch|sprite=1}} 用于测试{{L|boolean|布尔值}}并根据结果(真/假)触发不同的{{L|output|输出}},可实现事件分支逻辑。 {{note|大于1的值会被视为0}} == 键值 == {{KV Targetname}} {{KV|Initial value|boolean|intn=InitialValue|布尔值的初始值(0或1)}} == 输入 == {{I|SetValue|设...")
  • 23:24, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Non-FGD features (Created page with "{{LanguageBar|Non-FGD_features|title=非FGD功能实现}} {{TabsBar|main=Hammer}} right frame|right|禁用SmartEdit后的键值标签页 {{L|FGD}}文件告知{{L|hammer}}引擎中存在的{{L|entity}}及其{{L|keyvalues}}、{{L|inputs}}、{{L|outputs}}和{{L|flags}}。若实体信息未包含在FGD中,仍可通过Hammer手动添加。 == 实体 == 添加非FGD实体: 1. 在classname框输入完整实体名...")
  • 23:17, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic timer (Created page with "{{LanguageBar|logic_timer|title=logic_timer}} {{TabsBar|main=s2|base=logic_timer}} {{CD|CTimerEntity|base=CLogicalEntity|file1=logicentities.cpp}} {{This is a|逻辑实体|name=logic_timer|sprite=1}} 按固定或随机间隔触发{{L|output|输出}}。可设置为交替触发"OnTimerHigh"和"OnTimerLow"输出。(为方便可以说成高电和低电) {{Tip|配合{{L|logic_case}}使用可实现高度随机事件。}} == 键值 == {{KV Targetname}} {{KV|Use Random Time|int...")
  • 22:59, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Setting up an Output (Created page with "{{LanguageBar|Setting up an Output|title=创建一个输出}} == 创建输出 == thumb|Hammer的"对象属性"对话框 1. 双击需要发送输出的实体 2. 切换到<b>Outputs</b>标签页 3. 点击<b>Add</b>按钮,所有灰色选项将变为可编辑状态 == 参数说明 == 参数以<b>下拉框</b>和<b>复选框</b>形式呈现: {| class="wikitable" |- ! 参数 !! 说明 |- | My Output Named || 触发该输出需要满足的条件...")
  • 22:52, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Logic auto (Created page with "{{LanguageBar|logic_auto|title=逻辑自动}} {{TabsBar|main=Logic auto}} {{this is a|逻辑实体|name=logic_auto|sprite=1}} {{CD|CLogicAuto|file1=logicauto.cpp}} 地图加载后立即触发{{L|Inputs and Outputs#Outputs|输出}},不同于大多数需要等待输入的{{L|Entity|实体}}。可设置为检查{{L|env_global|全局状态}}后再触发,从而实现跨地图事件联动。 {{warning|直接操作{{L|player|玩家}}可能导致访问冲突,因为输出...")
  • 22:18, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/IO System (Created page with "{{LanguageBar|Inputs_and_Outputs|title=输入输出系统}} __NOTOC__ left|link= 本分类包含Source引擎输入输出(I/O)系统的完整指南。 {{category header}} {{category newcolumn}} ==I/O系统概述== *{{L|Inputs and Outputs|输入与输出}} *{{L|Setting up an Output|设置输出}} *{{L|Troubleshooting Outputs|输出故障排除}} *{{L|User Inputs and Outputs|用户输入输出}} *{{L|AddOutput|AddOutput输入输出}} ==主要输...")
  • 22:16, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Choreography (Created page with "{{LanguageBar|Choreography|title=角色动画编排}} 利用Source引擎强大的动画编排技术,让游戏角色栩栩如生。 主要教程请参阅{{L|Choreography creation|动画编排创建}}。 {{ACategory|Modding}} {{ACategory|entry pages}}")
  • 22:12, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Official Source 2 Tools (Created page with "__HIDDENCAT__ {{LanguageBar|Category:Official Source 2 Tools|起源2引擎官方工具}} {{:Category:Zh/Official Tools|engine tpl = source2}} {{sdktools/source2}} {{ACategory|Official Tools}}")
  • 22:00, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Official GoldSrc Tools (Created page with "__HIDDENCAT__ {{LanguageBar|Category:GoldSrc_Tools|title=GoldSrc官方工具分类}} {{subpage|{{L|Half-Life SDK}}}} {{:Category:Zh/Official Tools}} {{goldsrc sdktools}} {{ACategory|Official Tools}} {{ACategory|GoldSrc Tools}}")
  • 21:56, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Official Source Tools (Created page with "{{:Category:Official Tools|engine tpl = source}} {{Tip|Template {{T|Sdktools}} automatically adds the page to this category.}} {{sdktools|cat = 0}} Category:Official Tools")
  • 21:41, 26 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Official Tools (Created page with "{{LanguageBar|Category:Tools|title=分类:工具}} {{lang}} __NOTOC__ {{ACategory|Tools}} {{ACategory|Entry pages}} <onlyinclude><p style="text-align: center"> {{LCategory|Official Tools|通用工具}} · {{LCategory|Official GoldSrc Tools|GoldSrc工具}} · {{LCategory|Official Source Tools|Source引擎工具}} · {{LCategory|Official Source 2 Tools|Source 2工具}} </p> <p style="text-align: center"> 此处展示的工具均由{{L|Valve}...")
  • 21:36, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Category:Official Source Tools (Created page with "{{LanguageBar|Category:Official_Tools|title=官方工具}} {{:Category:Official Tools|engine tpl = source}} {{Tip|模板 {{T|Sdktools}} 会自动将页面添加到此分类中。}} {{sdktools|cat = 0}} {{ACategory|Official Tools}}")
  • 08:15, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Instances (Redirected page to Zh/Instance) Tag: New redirect
  • 07:52, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Behind the Scenes (Portal 2) (Created page with "{{LanguageBar|Portal 2|制造区主题}} {{Portal 2 theme menu}} == 主题描述 == right|thumb|300px|制造区典型的管道运输系统 这个{{L|Portal 2|传送门2}}的'''制造区主题'''主要出现在: * 单人战役的工厂章节 * 测试室之间的过渡区域 * 实验室逃生序列 '''主要特征''': * 未完工的建筑结构(混凝土/金属墙面) * 裸露的机械装置和{{L|Catwalk (Portal 2)|钢架走道}} * {{L|D...")
  • 07:37, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/Emancipation Grid (Created page with "{{LanguageBar|Emancipation Grid|title=分解网}} {{Portal topicon}}{{p2 topicon}} right|thumb|350px|"请注意出口处发光的粒子场。" <br>- '''广播员''' {{L|Emancipation Grid|解放网格}}(又称'''解放栅栏'''或更常见的'''嘶嘶器''')是{{L|Portal|传送门}}和{{L|Portal2|传送门2}}中的特殊能量场,它能重置玩家的传送枪(摧毁所有传送门)并蒸发接触到的其他物体,同时也会...")
  • 07:24, 26 June 2025 WoShiGeNiCheng talk contribs created page Zh/P2 Multichunk Tool (Created page with "{{pov}} {{p2 topicon}} {{portal2}} '''P2多分包工具(P2Multichunker)'''为Portal 2模组提供便捷的多分包资源打包方案。 ::{{Warning|通过修改VPK路径可能适配其他游戏,但未经全面测试无法保证兼容性}} = 安装指南 = 1. [https://github.com/gsgouvea91/P2Multichunker 下载可执行文件] 2. 将.exe文件放置于模组文件夹内 400px|模组文件夹内的.exe文件(图1) = 使用教...")
(newest | oldest) View ( | ) (20 | 50 | 100 | 250 | 500)