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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).

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  • 09:06, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Sprite (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...")
  • 09:02, 27 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Underlinked (Created page with "{{LanguageBar|Underlinked articles|title=待完善链接文章}} {{Autocat|Underlinked}} 这些文章需要增加指向其他维基百科文章的内部链接。关于如何正确添加维基链接的信息,请参阅{{L|Wikipedia:Manual of Style/Linking|格式手册/链接}}。 {{ACategory|Wikipedia maintenance|维基百科维护}}")
  • 09:01, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Vertex (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 2025 WoShiGeNiCheng talk contribs created page Zh/Complex Brush Creation (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 2025 WoShiGeNiCheng talk contribs created page Zh/Displacement Grass (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...")
  • 08:45, 27 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Source (Created page with "{{LanguageBar|起源引擎相关文档|title=起源引擎资源中心}} {{main|Source}} {{tip|使用{{source topicon}}模板的页面会自动归入此分类。}} 200px|link=|起源引擎欢迎来到{{L|source|4|nt=起源引擎}}的世界! 本分类页面列出所有与{{L|source|4}}引擎相关的内容。 <!-- 请勿使用{{autocat}},此分类需手动维护 --> {{category header}} {{category newcolumn|rowspan...")
  • 08:43, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/User:WoShiGeNiCheng (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]")
  • 08:40, 27 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Hammer++ (Created page with "{{LanguageBar|Hammer++相关文档|title=Hammer++工具文档}} 本分类包含与{{L|Hammerpp|4}}相关的所有内容。 == 相关分类 == * {{L|Hammer|4|nt=1|link=:Category:Hammer|原版Hammer工具}} {{ACategory|Ficool2}} {{ACategory|Hammer}}")
  • 08:38, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/VisGroup (Redirected page to Zh/Grouping and VisGrouping) Tag: New redirect
  • 08:37, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer++/Bugs and limitations with unsupported games (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 2025 WoShiGeNiCheng talk contribs created page Zh/Half-Life Model Viewer++ (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...")
  • 08:25, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/MAP (Redirected page to Zh/MAP (file format)) Tag: New redirect
  • 08:19, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Propper (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 2025 WoShiGeNiCheng talk contribs created page Zh/BEE2 (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 2025 WoShiGeNiCheng talk contribs created page Zh/Pakrat (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 2025 WoShiGeNiCheng talk contribs created page Zh/Exploits (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 2025 WoShiGeNiCheng talk contribs created page Zh/Your First Portal Level (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 2025 WoShiGeNiCheng talk contribs created page Your First Portal Level (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 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Vertex Tool (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 2025 WoShiGeNiCheng talk contribs created page Zh/Creating Angled Geometry (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 2025 WoShiGeNiCheng talk contribs created page Zh/Entity creation (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 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Map Menu (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 == ...")
  • 05:46, 27 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Hammer Options Dialog (Created page with "{{LanguageBar|Hammer Options Dialog|title=Hammer选项设置}} {{ACategory|Hammer Dialogs}} == 配置选项 == ;{{L|Hammer_Game Configurations|游戏配置}} :管理不同游戏/模组的配置文件和目录设置 ;{{L|Hammer_General_Options|常规设置}} :撤销次数限制等基础参数 ;{{L|Hammer_2D_Views_Options|2D视图}} :二维视图面板的显示与控制选项 ;{{L|Hammer_3D_Views_Options|3D视图}} :三维视角的渲染与操作设置 ;{{L|Hammer_Mat...")
  • 05:44, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Transform Dialog (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 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Replace Textures Dialog (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 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Tools Menu (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 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer New Objects Toolbar (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 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Entity Tool (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 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Block Tool (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 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Clipping Tool (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 2025 WoShiGeNiCheng talk contribs created page Zh/Clipping (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 2025 WoShiGeNiCheng talk contribs created page Zh/Hammer Arch Properties (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 2025 WoShiGeNiCheng talk contribs created page Zh/Creating a Curved Hallway (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 2025 WoShiGeNiCheng talk contribs created page Zh/Gel (Portal 2) (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...")
  • 05:14, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Gel (Redirected page to Zh/Gel (Portal 2)) Tag: New redirect
  • 05:12, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Prop weighted cube (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 2025 WoShiGeNiCheng talk contribs created page Zh/Dropper (Portal 2) (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 2025 WoShiGeNiCheng talk contribs created page Zh/Creating a wake-up bed (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''。...")
  • 04:51, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Day of Defeat: Source Level Creation (Redirected page to Category:Zh/Day of Defeat: Source level design) Tag: New redirect
  • 04:51, 27 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Day of Defeat: Source level design (Created page with "{{LanguageBar|DODS_Level_Design|title=胜利之日:Source 关卡设计}} __NOTOC__ 本文专注于{{dods|4}}的关卡设计,通用地图制作教程请参见{{LCategory|Level Design|关卡设计分类}}。 {{category header | background-color=#E0E0E0 | border-color=lightgray}} {{category newcolumn | rowspan=1 | width=50% | background-color=#F7F7F7 | border-color=lightgray}} == 新手入门 == *{{L|Bullet_Penetration_in_Day_of_Defeat:_Source|子弹穿透系统}} *{{L...")
  • 04:49, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/General Sites (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 2025 WoShiGeNiCheng talk contribs created page Zh/Advanced Lighting (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}} === ...")
  • 04:44, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Dark Messiah Level Creation (Redirected page to Category:Zh/Dark Messiah level design) Tag: New redirect
  • 04:44, 27 June 2025 WoShiGeNiCheng talk contribs created page Category:Zh/Dark Messiah level design (Created page with "{{LanguageBar|Dark Messiah level design|title=黑暗弥赛亚关卡设计}} {{dm}} 本文专注于{{L|Dark Messiah of Might and Magic|黑暗弥赛亚}}的关卡设计。常规地图制作教程请参见{{LCategory|Level Design|关卡设计分类}}。 __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|Dark Messiah: Si...")
  • 04:42, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Trigger Events Between Levels (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 2025 WoShiGeNiCheng talk contribs created page Zh/Filter Applications (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 2025 WoShiGeNiCheng talk contribs created page Zh/Dimensions (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 2025 WoShiGeNiCheng talk contribs created page Zh/Nodegraph (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...")
  • 04:33, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Introduction to AI (Created page with "{{LanguageBar|AI|title=人工智能系统}} {{ACategory|AI|人工智能}} AI({{L|Wikipedia:Artificial Intelligence|人工智能}})控制着 Source 引擎中除最简单行为外所有 NPC 的行为。无论您觉得对抗联合军多么容易,当您开始使用 Source 的 AI 系统后,很快就会认识到它的强大、智能和灵活性。本入门指南将从实现角度简要介绍 AI 系统。请注意,目前没有官方 AI 文档:本分类下几乎所...")
  • 04:30, 27 June 2025 WoShiGeNiCheng talk contribs created page Zh/Texture (Created page with "{{LanguageBar|Texture|title=纹理}} {{ACategory|Glossary|术语表}} {{ACategory|Material System|材质系统}} {{distinguish|Material|desc1=游戏实际读取的文件}} '''纹理(Texture)'''在游戏引擎中是指二维的光栅图像。Source引擎中的纹理以{{L|Valve Texture Format|Valve纹理格式}}存储,除极少数例外情况外,通常都通过{{L|Material|材质}}间接调用。 虽然最常见的纹理类型是{{L...")
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