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- 23:57, 27 June 2025 Zh/Source 2/Docs/Modeling (hist | edit) [529 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Source 2 Blender Tools|title=Source 2 Blender工具}} {{Source 2 topicon}} {{stub}} <!-- 将分类添加到主页面,而非此处。某些模板如{{This is a}}和所有表格模板应放置到主页面。 --> == 第三方应用程序 == {{category header}} {{category newcolumn|rowspan=5|width=50%}} === Blender === 关于使用{{Blender|4}}为{{Source 2|4}}创建3D对象的信息。 * {{L|/Exporting a mesh from Blender|从Blender导出网格}} {{cate...")
- 23:43, 27 June 2025 Zh/Source 2/Docs/Filmmaker (hist | edit) [1,038 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Source 2 Filmmaker Documentation|title=Source 2 电影制作工具文档}} {{Source 2 topicon}} {{DISPLAYTITLE:Source 2 Filmmaker Documentation}} {{Stub}} == 入门指南 == * {{L|Half-Life: Alyx Workshop Tools/Source Filmmaker/Getting Started|快速开始}} * {{L|Half-Life: Alyx Workshop Tools/Source Filmmaker/Source 2 Filmmaker Theory|Source 2 电影制作理论}} * {{L|SFM/Changes In Dota2 SFM|Source 2 SFM 变更说明}} * {{L|SFM/Dota2 SFM FAQ|Sourc...")
- 23:41, 27 June 2025 Zh/Source 2/Docs/Level Design (hist | edit) [2,597 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Source 2 Level Editing|title=Source 2 关卡编辑指南}} {{Source 2 topicon}} {{Stub}} 200px|link=|Source <b>欢迎来到 Source 2 关卡编辑。</b> 本页面包含与{{source2|4}}关卡设计相关的文章。 {{Category header}} {{Category newcolumn|rowspan=5|width=50%}} == {{Hammer5|3.1|nt=HE}} 入门指南 == * {{L|Source 2/Docs/Level Design/Navigation|导航系统}} * {{L|Source 2/Docs/Level Design/Hammer Overview|Ha...")
- 23:40, 27 June 2025 Zh/Music Composition (hist | edit) [1,988 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Sound and Music Composition|title=音效与音乐创作工具}} {{Dead end|date=January 2024}} == 商业软件 == * [http://www.digidesign.com/ Pro Tools] 音频制作行业标准 * [http://www.flstudio.com/ FL Studio] (前称Fruity Loops) 功能强大且相对易用的软件包 * [https://www.ableton.com/ Ableton] * [https://www.bitwig.com/ Bitwig] * [http://www.cakewalk.com/ CakeWalk] * [http://www.reaper.fm/ Reaper] * [http://www.steinberg.de/ Steinber...")
- 23:27, 27 June 2025 Zh/Source 2/Docs/Porting Legacy Content/Materials (hist | edit) [748 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Source 1材质导入Source 2|title=Source 1材质导入Source 2教程}} {{Dead end|date=January 2024}} == 前提条件 == VTFEdit工具 https://valvedev.info/tools/vtfedit/ == 从Source 1导出 == 1. 打开VTFEdit 2. 找到你想移植到Source 2的材质文件(Source 1的.Vtf格式) 3. 在VTFEdit中打开该文件(通过文件打开或拖拽到VTFEdit窗口) 4. 导出为.Tga格式到你的Source 2材质文件夹 == 导入到Source 2 == 1. 打开材质...")
- 23:19, 27 June 2025 Zh/Screen (Portal 2) (hist | edit) [1,260 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Screen (Portal 2)|title=惠特利监控屏幕}} {{lang|Screen (Portal 2)}} {{stub}} thumb|right|300px|惠特利在其中一块监控屏幕上显示。 监控屏幕主要用于{{L|Wheatley (Portal 2)|惠特利主题}}中显示惠特利。使用<code>{{L|func_instance}}</code>可以轻松创建它们。 == 使用func_instance创建监控屏幕 == === 第一步 === 使用{{L|entity tool|实体工具}}创建一个<code>func_insta...")
- 23:16, 27 June 2025 Zh/Wheatley (Portal 2) (hist | edit) [3,045 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Wheatley Theme|title=惠特利}} {{Portal 2 theme menu}} thumb|right|250px|惠特利主题地图示例。注意展示测试室外部的开放区域以及显示惠特利的监控屏幕。 该《传送门2》美学主题在单人战役第四章中展示。其特点是测试室大规模损毁,或是偶尔能窥见幕后场景的常规整洁主题,还包括{{L|Screen (Portal 2)|惠特利监控屏幕}}。墙壁被撕裂,...")
- 22:42, 27 June 2025 Zh/Level Design Video Tutorials (hist | edit) [41,480 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{cleanup|lot of dead links}} 某些地图制作技术通过视频演示比文字说明更易于理解。360px|right|link=")
- 22:38, 27 June 2025 Zh/Showbudget (hist | edit) [2,767 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Showbudget panel|title=性能预算面板}} '''性能预算面板'''用于测量每帧生成所需时间,并按引擎系统分解显示。这是找出地图或模组中性能瓶颈的绝佳工具。 {{note|需要开启作弊模式才能显示ShowBudget。在{{L|console|控制台}}输入<code>sv_cheats 1</code>。}} {{tip|使用<code>budget_panel_height</code>调整面板高度,初始显示可能较拥挤。}} {{warning|ShowBudget无法准确统计多...")
- 22:21, 27 June 2025 Zh/World brush (hist | edit) [1,302 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|World brush|title=世界笔刷}} {{lang|World brush}} {{goldsource topicon}} {{source topicon}} {{ACategory|Glossary|术语表}} {{ACategory|Level Design|关卡设计}} '''世界笔刷'''是指未被绑定到任何{{L|entity|实体}}的{{L|brush|笔刷}}。除非{{L|material|材质}}另有指定,世界笔刷默认具有以下特性: - 对所有对象具有碰撞 - 阻挡{{L|line of sight|视线}} - 投射{{L|lightmap|光照贴图}}阴影 - 切割{{L|...")
- 22:16, 27 June 2025 Zh/Line of sight (hist | edit) [1,350 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Line of sight|title=视线系统}} {{lang|Line of sight}} '''视线'''(英文常写作'''line-of-sight''',缩写为'''LoS'''或'''LOS''')是用于判断实体间可见性的隐形直线。当观察者到目标的视线未被阻挡时,游戏即判定为"建立视线"。 视线会被所有固体几何体阻挡(包括模型、{{L|func detail|细节笔刷}}等),除非该笔刷/模型具有被标记为NotSolid的SolidMask属性(如透明材质...")
- 22:10, 27 June 2025 Zh/VIS (hist | edit) [869 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|VIS|title=可见性编译器}} {{disambig}} '''VIS'''是多个引擎地图格式的{{L|visibility|可见性}}编译器的统称 {| class="wikitable" |- ! 引擎 !! 官方原版编译器 !! 现代第三方编译器 |- | {{quake|4}} || {{L|VIS}} || {{L|VIS (ericw-tools)|VIS}} ({{L|ericw-tools}}) |- | {{quake2|4}} || {{L|QVIS3}} || [https://github.com/qbism/q2tools-220 {{L|VIS}} (Q2Tools-220,原4VIS)]<br>{{L|VIS (ericw-tools)|VIS}} ({{L|ericw-tools}}) |- |...")
- 22:08, 27 June 2025 Zh/VIS optimization (hist | edit) [8,969 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Visibility optimization|title=可见性优化}} {{gldsrc topicon}} {{Source topicon}} {{ACategory|Hammer|Hammer编辑器}} {{ACategory|Level_Design|关卡设计}} {{subpage|{{L|Optimization/Level_Design|优化(关卡设计)}}}} {{TabsBar|main=Visibility}} {{cleanup|本文最初仅涵盖{{src|2}}内容,现已添加{{gldsrc|2}}相关信息(因多数概念通用)。但仍有大量Source专属内容未明确标记,且未提及{{L|ZHLT}}和当前标准{...")
- 22:06, 27 June 2025 Command line options (Steam) (hist | edit) [13,926 bytes] CHILLMODEA (talk | contribs) (Split Command line options)
- 22:06, 27 June 2025 Command line options (Source 2) (hist | edit) [6,322 bytes] CHILLMODEA (talk | contribs) (Split Command line options)
- 22:05, 27 June 2025 Command line options (GoldSrc) (hist | edit) [15,935 bytes] CHILLMODEA (talk | contribs) (Split Command line options)
- 21:59, 27 June 2025 Zh/Skybox (hist | edit) [1,160 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Skybox|title=天空盒概念解析}} {{disambig}} '''天空盒'''可能指以下内容: * {{L|Skybox (2D)|2D天空盒}} - 当存在天空笔刷时,在所有场景几何体后方渲染的立方体贴图 :* {{L|Skybox (GoldSrc)|金源引擎天空盒}} - 金源引擎中的相同概念 * {{L|3D Skybox|3D天空盒}} - 在天空盒和主场景几何体之间渲染的"天空房间" 您可能还想查阅: * {{L|Skybox Basics|天空盒基础}} - 基础概念...")
- 21:58, 27 June 2025 Zh/Adding More Detail to a map (hist | edit) [3,202 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Adding More Detail to a map|title=地图细节增强指南}} {{Tabs|Adding More Detail to a map|bms=1|source=1|main=source}} == 细节化地图 == 制作细节更丰富的地图需要更多时间,但这能显著提升地图的吸引力。众所周知,大多数MOD都会为截图展示选择他们最精致的区域。玩家更喜欢看到细节丰富或视觉效果出色的场景。但请注意,不应该仅仅为了拍摄...")
- 21:56, 27 June 2025 Zh/Player (hist | edit) [2,346 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|player|title=玩家实体}} {{TabsBar}} {{Ent not in fgd|codeonly=1}} {{Preserved entity}} {{CD|player{{!}}...游戏特定内容...|base=CBasePlayer|nolink=1|file1=[https://github.com/ValveSoftware/source-sdk-2013/blob/master/src/game/server/player.cpp CBasePlayer定义]}} {{this is a|entity|name=player}} 玩家本身或{{L|bot|机器人}}。{{L|NPC|非玩家角色}}不属于玩家实体。即使玩家死亡,该实体仍然存在。 {{note|键值、输...")
- 21:54, 27 June 2025 Zh/Ladders (hist | edit) [399 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Ladder|title=梯子相关元素中心}} {{Abstract Mapping|抽象地图要素}}__NOTOC__ == 地图设计 == === 相关文章 === * {{L|Working ladders|可使用的梯子}} === 实体列表 === *{{ent|func_useableladder}} *{{ent|func_ladderendpoint}} *{{ent|info_ladder_dismount}} *{{ent|func_ladder}} **{{ent|info_ladder}} **{{ent|func_simpleladder}} {{ACategory|Hubs|元素中心}}")
- 21:51, 27 June 2025 Zh/Push Gameplay (hist | edit) [1,802 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Push gameplay|title=强制推进关卡}} 强制推进设计是目前众多地图设计技术之一。其核心是创建迫使{{L|player|玩家}}向前移动的区域,通常无法返回先前区域。必须确保玩家理解无需回溯,否则他们可能因认为"找不到回去的路"而产生挫败感。 == 高度推进 == 最常见的推进方式是'''高度推进'''。通过让玩家从高处跳下实现推进,由于落点高度差而无法返...")
- 21:46, 27 June 2025 Zh/Loops (level design) (hist | edit) [2,365 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|title=循环式关卡设计}} == 概述 == 循环设计示意图 - 起点与终点在同一房间|right 循环是一种引导玩家回到先前区域的布局设计。虽然本质上仍是设计师预设的线性路径,但通过巧妙设计能营造非线性的错觉。这种设计在单人关卡中极为实用,原因如下: === 选择的错觉 === 循环能掩盖预设路径的刻意感。当玩家发现"这个阳台是...")
- 21:44, 27 June 2025 Zh/Bounce (level design) (hist | edit) [2,843 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|title=回溯式关卡设计}} {{cleanup}} thumb|right|回溯设计示意图 {{back|Category:Level Design#Design Theory}} '''回溯设计'''是一种关卡布局元素,玩家最初会进入一个无法通行的区域,必须绕道清除障碍后才能继续前进。这种设计与{{L|loops (level design)|环形结构}}有相似之处。典型的回溯设计始于一个有障碍物的房间(如上锁的门、力场等),...")
- 21:42, 27 June 2025 Zh/Single-Player Mapping Tips (hist | edit) [2,346 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|title=单人地图制作技巧}} == 介绍 == 本文总结了与单人地图制作相关的实用技巧和提示,内容最初来源于[http://collective.valve-erc.com/index.php?go=hl_tips_1 VERC网站],但已进行了一些修改。 == 建筑与布局 == * 讲述故事。为什么场景是这样的?玩家要做什么?让环境看起来发生过事件,并给予玩家战斗目标。 * {{L|Loops (level design)|环形结构}}通常是个好主意。...")
- 21:24, 27 June 2025 Zh/Counter-Strike/Level Design (hist | edit) [2,663 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Counter-Strike Level Design|title=反恐精英关卡设计}} {{CS topicon}} __NOTOC__ {{back|Category:GoldSrc_Level_Design|金源引擎(Half-Life SDK)关卡设计}} {{cs}} 本文专注于{{cs|1}}关卡设计。通用地图制作教程请参见关卡设计分类。 {{Category header|background-color=#E0E0E0|border-color=lightgray}} {{Category newcolumn|rowspan=1|width=50%|background-color=#F7F7F7|border-color=lightgray}} == 入...")
- 21:20, 27 June 2025 Zh/Map Archive Sites (hist | edit) [1,060 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Map Download Sites|title=Valve地图下载网站列表}} 以下是可下载Valve游戏地图的网站列表: * [http://www.17buddies.net 17buddies] - 提供超过85,000张自定义地图下载,包含服务器和社区工具 * [http://csm2.net/ CSM2] - 地图下载、教程和地图制作帮助论坛 * [http://halflife2.filefront.com/ FileFront] - FileFront上的《半条命2》资源 * [http://www.gamebanana.com GameBanana] - 提供地图、指南、...")
- 21:16, 27 June 2025 Zh/File Hosting Sites (hist | edit) [4,037 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Hosting Sites|title=文件托管网站列表}} <noinclude>{{Subpage| Hosting Sites }} {{ulf|en=1|ru=1|title=File Hosting Sites}}</noinclude> 本列表提供各类可用于托管自定义地图和模组文件的网站资源,包括通用文件托管和游戏专用托管平台。 {{Note|部分链接可能已失效(因服务关闭或URL变更)<br>所列限制条件和付费功能可能已过时}} == 通用文件托管 == '''最后更新:''' 2025...")
- 21:13, 27 June 2025 Zh/Image Hosting Sites (hist | edit) [1,621 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Hosting Sites|title=免费图片托管网站列表}} <noinclude>{{Subpage| Hosting Sites }}</noinclude> <blockquote> 这是一份不完整的免费图片托管网站列表,可能对想要推广作品的模组制作者和地图制作者有所帮助。</blockquote><br> {{Note|部分链接可能已失效,因为图片托管网站可能已关闭或更改了URL等...}} '''最后更新:''' 2025年5月7日 * [http://www.flickr.com Flickr] :免费用户...")
- 21:12, 27 June 2025 Zh/Mapping Sites (hist | edit) [2,816 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Mapping Resources|title=地图制作资源网站列表}} 以下是与地图制作相关的网站列表,包含教程、文章、社区等资源,是成为游戏关卡设计师和3D环境艺术家的创意工具集。 *{{es}} [http://mapeadores.com/ Mapeadores] - 西班牙语地图制作社区 *{{en}} [http://balticforever.com/leveldesign/news.php Balticforever] - 地图制作与建模社区 *{{en}} [https://www.facepunch.com/ Facepunch] - 包含大量...")
- 21:07, 27 June 2025 Zh/Map Resource Extractor (hist | edit) [2,568 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Map Resource Extractor|title=地图资源提取工具}} thumb|512px|right{{cleanup}} {{L|Map Resource Extractor|地图资源提取工具}}(简称MRE)是一款小型程序,能够读取{{L|Valve Map Format|VMF地图文件}}并仅复制地图中使用到的资源内容。该工具使用C#编写,需要Microsoft .NET Framework 3.5或更高版本支持。 == 功能特性 == * 材质(包括所有材质、模型材质,以及...")
- 21:03, 27 June 2025 Zh/Resource list (Source) (hist | edit) [1,744 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Resource list|title=资源列表文件}} {{tabs|Resource list|goldsrc=true|source=true}} '''资源列表'''文件(<code>.res</code>)通常与地图配合使用。当地图运行时,它会指示服务器向连接的客户端推送任意文件。 虽然通常更推荐使用{{L|BSPZIP}}将文件直接嵌入地图文件中,但在某些特定情况下,只能使用松散文件和.res文件组合的方式。 {{warning|客户端可以选择不下载声...")
- 21:02, 27 June 2025 Zh/Pre-publication evaluation (hist | edit) [5,986 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Pre-publication evaluation|title=发布前的考虑}} = 模组制作 = {{note|以下编号仅用于帮助跟踪进度,不代表具体操作顺序。}} == 基础要求 == 1. 确认模组已使用Release模式而非Debug模式构建 2. 阅读{{L|Steam 3rd Party Mod Support|Steam第三方模组支持}} 3. 阅读{{L|Customizing Options: Keyboard|自定义键盘选项}} 4. 确认已创建基于共享声音缓存的<code>{{L|maplist.txt}}</code>文件,并...")
- 20:58, 27 June 2025 Zh/AutoBSPpackingTool (hist | edit) [9,228 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|AutoBSPpackingTool|title=自动BSP打包工具}} {{SoftwareBox <!-- 基本信息 --> | title = AutoBSPpackingTool | image = abspt_main.png | imagetooltip = AutoBSP打包工具界面 | width = 330px <!-- 详细信息 --> | developer = {{u|Drinkly}} | initial_release = | stable_release = | written_in = CSharp | type = 第三方工具 | distribution = 免费软件 | websites = | download = {{github|drinklc/AutoBSPpackingTool/releases|GitHub}} <!-- 操作...")
- 20:53, 27 June 2025 Zh/Third Party Tools (hist | edit) [5,881 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Third Party Tools|title=第三方工具列表}} 这是一个分类整理的第三方工具列表及其简要描述。另请参阅:{{LCategory|Third Party Tools|第三方工具}}。 == BSP相关工具 == *{{L|AutoBSPpackingTool}} - 可检测并打包BSP地图中几乎所有可能使用的自定义资源 *{{L|BSP Viewer}} - 查看并导出{{L|GoldSrc}}地图 *{{L|BrushForge}} - 查看{{L|GoldSrc}}和Source引擎的BSP地图及WAD文件 *{{L|BSP2MAP}} -...")
- 20:49, 27 June 2025 Zh/VIDE (hist | edit) [1,988 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|VIDE|title=多功能开发环境}} {{ACategory|Third Party Tools}} thumb|VIDE操作界面 {{vide|4}}(全称{{vide|3|nt=1}})是Source引擎开发者与地图制作者常用的第三方工具集,核心功能包括将自定义内容嵌入{{ent|BSP|.bsp}}地图文件,并提供批量VTF/VMT编辑功能。 == 功能模块 == * Hammer分割编辑器 * 资源包查看器(功能类似{{GCFScape|4.1}}) * 粒子编辑器 * VBSP编辑...")
- 20:46, 27 June 2025 Zh/Map Analyst (hist | edit) [2,778 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Map Analyst|title=地图分析工具}} {{mapanalist|4.1}} (MAN) 是由Rolf Hänisch开发的{{L|GUI}}工具,用于将自定义内容(如材质、纹理、模型或音效)嵌入到{{L|BSP|.BSP}}文件中。其他打包程序可能因自动化缺陷无法检测到某些文件,而MAN允许用户直接指定需要打包的内容。尽管发布于2005年,已确认仍兼容《Portal 2》。 {{note|本指南是压缩包内德文手册的翻译精简版...")
- 20:43, 27 June 2025 Zh/Source SDK (hist | edit) [769 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Source SDK|title=Source SDK工具包}} {{Source topicon}}{{Srcsdk topicon}} {{disambig}} Source SDK是一套专为帮助开发者修改Source引擎而设计的工具和组件。 您可能想查看: * {{L|SDK Docs|Source SDK文档}} - 官方文档 * {{L|SDK Installation|Source SDK安装指南}} - 包含从《求生之路》到{{csgobranch}}的原生工具及第三方游戏工具安装说明 * {{L|Source SDK Base|Source SDK Base 2006/2007}} - 旧版基础...")
- 20:43, 27 June 2025 Zh/Packbsp (hist | edit) [2,259 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|PackBSP|title=PackBSP工具}} {{pbsp|4.1}} 是一个开源开发者工具,它能自动分析地图并发现其依赖网络(如美术资源),然后将它们打包进BSP文件。 {{Warning|目前该工具如果无法在\SteamApps\[steam用户名]\Source SDK\路径下检测到旧的{{L|Source SDK}}就无法工作,这使得它在新版{{L|SteamPipe}}更新后基本无法使用(因为所有游戏文件夹都被移到了SteamApps\common\)。在有...")
- 20:37, 27 June 2025 Zh/Alpha (hist | edit) [1,037 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{stub}} 300px|thumb|right|《半衰期2》中的这个标志并非模型,而是使用alpha通道实现透明的纹理 :''关于VMT参数,请参见{{ent|$alpha}}。 '''Alpha通道'''是一个{{wiki|variable|变量}}{{L|byte|字节}},通常作为{{L|RGB}}色彩格式的"第四个"字节存在。其取值范围为0-255,表示{{wiki|opacity|不透明度}}(0完全透明,255完全不透明)。该通道有时也用于其...")
- 20:35, 27 June 2025 Zh/BMP (hist | edit) [569 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{stub}} '''BMP'''(位图格式)是{{gldsrc|4.1}}使用的光栅图像格式。虽然该格式本身支持16位、24位和32位格式,并对8位及以下格式支持RLE压缩,但GoldSrc<b>仅</b>使用未压缩的8位格式。例外情况是{{L|screenshot|截图}}命令会生成24位BMP。 == 相关条目 == * {{L|TGA}}(GoldSrc中使用的24/32位图像格式) * {{L|Screenshot|屏幕截图}} == 外部链接 == {{w|BMP file format|维基百...")
- 20:34, 27 June 2025 Zh/JPEG (hist | edit) [637 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{todo|重新制作File:JPEG_Quality_Comparison.jpg以更实际地展示JPEG质量等级}} '''JPEG'''(常用扩展名.jpg)是一种采用{{w|Lossy_compression|有损压缩}}的图像格式,相比未压缩的{{L|BMP}}或{{L|TGA}}格式能显著减小文件体积。虽然压缩会降低画质,但高质量JPEG的压缩伪影几乎不可察觉。该格式适合照片和截图,但不推荐用于纹理贴图或线框图表。 == {{Source|4}}中...")
- 20:33, 27 June 2025 Zh/Screenshot (hist | edit) [2,375 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{tabs|Screenshot|goldsrc=1|source=1|main=source}} thumb|right|400px|JPEG质量对比图(1、50、90默认和100),分辨率2560x1440。注意50和100的视觉差异在正常观看距离下几乎不可察觉,但文件大小相差约十倍。 '''屏幕截图'''是指将渲染的单帧画面输出为图像文件。{{src|4}}引擎支持输出{{L|JPEG}}(.jpg)、{{L|TGA}}(.tga)和{{gmod|4}}专...")
- 20:31, 27 June 2025 Zh/PNG (hist | edit) [591 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|PNG}} {{stub}} '''PNG'''(便携式网络图形格式)是一种{{w|Lossless compression|无损压缩}}图像格式。该格式能完美保留图像数据,同时文件体积通常比未压缩的{{L|BMP}}或{{L|TGA}}格式更小。PNG特别适合处理具有大面积纯色区域的图像(如计算机生成图形),并支持{{L|alpha channel|透明通道}}。{{nightfire|4}}中大量使用此格式。 == 相关条目 == *{{L|Screenshot|屏幕截图}...")
- 20:28, 27 June 2025 Zh/VMT Editor (hist | edit) [4,653 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{Distinguish|Source VMT Editor}} {{vmteditor|4.1}} 是由 {{L|User:Gira-X|Dmytro "Gira-X" Butemann}} 和 {{L|User:Yanzl|Jan "Yanzl" Gortnar}} 开发的开源 {{L|VMT}} 文件编辑器。 == 主要特性 == <center>File:VMTEditor-Fast_VMT_Creation.gif</center> <div style="text-align: center; padding-top: 9.529px; padding-bottom: 2.700px;"><span style="color: white; font-weight: bold; font-size: 132%;">快速创建VMT文件</span></div> 材质参...")
- 20:26, 27 June 2025 Zh/VTFVer (hist | edit) [948 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{vtfver|4.1}} 是由 {{L|User:Cra0kalo|Cra0kalo}} 开发的 VTF 纹理转换工具,用于将 7.5 版本的 VTF 纹理转换为 7.4 版本。 主要用途: - 批量转换 {{L|VTF}} 纹理以兼容旧版{{Source|3}}引擎 - 将 {{portal2branch}} 或 {{Csgobranch}} 的材质移植到基于 {{src13|2}} 的游戏(如 {{L|Team Fortress 2}} 或 {{L|Garry's Mod}}) {{bug|hidetested=1|处理大量文件(超过20万个)时程序可能冻结,请勿...")
- 20:24, 27 June 2025 Zh/VTFEdit Reloaded (hist | edit) [2,324 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{SoftwareBox | title = VTFEdit Reloaded | image = Icon-VTFEdit Reloaded.png | developer = {{L|User:Skyrym|Skyrym}}<br>{{L|User:JoshuaAshton|Joshua Ashton}} | initial_release = 2022年7月30日 | stable_release = 2023年6月6日</br><small>(2.0.4)</small></br>2025年2月7日</br><small>(2.0.9, 分支版本)</small> | written_in = C++ | type = 纹理工具 | distribution = 免费软件 | website = [https://github.com/Sky-rym/VTFEdit-Reloaded GitHu...")
- 20:15, 27 June 2025 Zh/VTFEdit (hist | edit) [4,159 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|VTFEdit|title=VTF纹理编辑器}} {{stub}}{{cleanup}} {{SoftwareBox | title = VTFEdit 16px | developer = Neil "Jed" Jedrzejewski<br>Ryan "Nemesis" Gregg | initial_release = 2005年6月29日{{confirm}} | stable_release = 2017年1月22日 | written_in = C++ | type = 纹理工具 | distribution = 免费软件 | website = {{L|https://nemstools.github.io/pages/VTFLib-Download.html|下载}} | windows...")
- 20:09, 27 June 2025 Zh/TGA (hist | edit) [2,467 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|TGA|title=Truevision图像格式规范}} '''Truevision图像适配器'''(TGA),通常称为"targa"(Truevision高级光栅图形适配器),是Truevision公司开发的非专有图像格式,被Valve广泛采用。文件扩展名为<code>.tga</code>,是{{L|VTF|VTF纹理文件}}(<code>.vtf</code>)的基础格式,也是{{L|Steam|Steam客户端}}使用的标准图像格式。支持{{GIMP|4}}、{{photoshop|4}}等图像编辑软件处理。 == 技...")
- 20:07, 27 June 2025 Zh/Bonus Maps (hist | edit) [2,517 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Bonus Maps|title=奖励地图制作指南}} {{Back|Category:Portal level design|传送门关卡设计}} 本文详细介绍如何打包自定义地图以便通过游戏内"奖励地图"界面导入,以及在模组中使用奖励地图的方法。 == 为模组添加奖励地图 == 若非为{{portal|4.1}}制作奖励地图,请基于{{src13|4.1}}引擎分支构建模组,并在{{path|resource\{{L|GameMenu|gamemenu.res}}}}文件中添加以下配置: <p...")
- 19:58, 27 June 2025 Zh/VPK (hist | edit) [810 bytes] WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|VPK|title=Valve打包格式消歧义}} {{Disambig}} '''VPK'''(全称'''V'''alve '''P'''ac'''K''')是替代{{L|GCF}}的打包格式,用于{{Source|3}}后续版本及{{Source 2|3}}引擎。最初随{{l4dbranch|1}}引入,后通过{{L|SteamPipe}}更新推广至所有{{src|1}}游戏(基于{{src13|2}}分支)。注:{{vtmb|1}}虽使用相同扩展名但格式不兼容。 '''VPK'''可能指: *{{L|VPK (file format)|VPK文件格式}} - {{Code|.vpk}}...")