User contributions for WoShiGeNiCheng
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29 June 2025
- 04:2204:22, 29 June 2025 diff hist +714 N Zh/Opening doors with func button Created page with "{{LanguageBar|Door Button Setup|title=门按钮设置}} = 创建门体 = 这将是按钮控制的开启门。可以使用{{L|func_door}}、{{L|prop_door_rotating}}或它们的组合。只需为门命名,并建议取消勾选"use opens"选项,强制玩家必须使用按钮开门。将门的自动关闭时间设为永不(-1)可能是个好主意。 = 创建按钮 = 创建一个{{L|func_button}}用于控制门体开启。添加OnPressed输出,触发门的Open(或T..."
- 04:2104:21, 29 June 2025 diff hist +16 Opening doors with func button No edit summary current
- 04:2004:20, 29 June 2025 diff hist +1,802 N Zh/Making lights turn on and off with a "trigger multiple" Created page with "{{LanguageBar|Triggered Lighting Tutorial|title=触发式灯光教程}} {{Multiple issues| {{Dead end|date=January 2024}} {{Orphan|date=January 2024}} }} 本教程章节将指导您制作一个当玩家进入房间时自动开启,离开时自动关闭的灯光系统。 === 设置触发器 === frameless|right|触发器实体示意图 1. 在需要应用此效果的房间门口,使用trigger纹理创建一个笔刷 2. 选中刚创建的笔刷,..." current
- 04:2004:20, 29 June 2025 diff hist +16 Making lights turn on and off with a "trigger multiple" No edit summary current
- 04:1804:18, 29 June 2025 diff hist −16 Zh/BSP flags No edit summary current
- 04:1704:17, 29 June 2025 diff hist +232 N Zh/BSP flags Created page with "{{LanguageBar|BSP flags|title=BSP标志}} {{disambig}} * {{L|BSP flags (Quake and GoldSrc)|雷神之锤和金源引擎BSP标志}} * {{L|BSP flags (Quake II)|雷神之锤II BSP标志}} * {{L|BSP flags (Source)|起源引擎BSP标志}}"
- 04:1504:15, 29 June 2025 diff hist +16 BSP flags No edit summary current
- 04:1504:15, 29 June 2025 diff hist +11,726 N Zh/Material map compile flags Created page with "{{LanguageBar|{{PAGENAME}}|title=材质编译标志}} 存在多个以<code>%</code>符号而非<tt>$</tt>开头的特殊{{L|:Category:List of Shader Parameters|着色器参数}}。这些参数被编译工具读取以改变其所附着面或笔刷的属性。大多数用于生成特殊的<code>tools/</code>纹理,但也可用于其他材质。<br> 除特别说明外,大多数标志都是{{L|boolean|布尔}}属性。 详见{{L|Tool textures|工具纹理}}了解各材..." current
- 04:1104:11, 29 June 2025 diff hist +43 N Zh/Material Map Compile Flags Redirected page to Zh/Material map compile flags current Tag: New redirect
- 04:1004:10, 29 June 2025 diff hist −30 m Zh/Tool textures (Source) No edit summary
- 04:1004:10, 29 June 2025 diff hist 0 Zh/Tool textures (Source) No edit summary
- 04:0904:09, 29 June 2025 diff hist +29 N Zh/Clip textures Redirected page to Zh/Clip texture current Tag: New redirect
- 04:0804:08, 29 June 2025 diff hist +4,258 N Zh/Clip texture Created page with "{{LanguageBar|Clip textures|title=碰撞纹理}} ''{{L|Tool textures#Clips|裁剪}}纹理''是不可见的{{L|tool texture|工具纹理}},用于限制移动(通常是玩家的移动)。使用'''碰撞纹理'''的{{L|brush|笔刷}}通常称为''碰撞笔刷''。在{{L|Source|起源引擎}}中,通用的专用碰撞纹理是''Clip'',但也有替代品如''Player Clip''、''(Player) Control Clip''和''NPC Clip''。这些都属于同一个''Clips''{{L|VisGroup|可..." current
- 04:0604:06, 29 June 2025 diff hist +16 Clip texture No edit summary
- 04:0504:05, 29 June 2025 diff hist +269 N Zh/Clip Created page with "{{LanguageBar|Clip|title=Clip}} {{disambig}} '''Clip'''可以指: *{{L|Clip textures|碰撞纹理}},用于限制移动的不可见{{L|tool textures|工具纹理}} *{{L|Hammer Clipping Tool|Hammer裁剪工具}},用于使用"裁剪平面"切割当前选中的笔刷" current
- 04:0404:04, 29 June 2025 diff hist +16 Clip No edit summary
- 04:0404:04, 29 June 2025 diff hist −549 Zh/Tool textures (Source) No edit summary
- 03:4003:40, 29 June 2025 diff hist +2 m Zh/Tool textures (Source) →通用 — 游戏特定
- 03:3803:38, 29 June 2025 diff hist +29 N Zh/Gameinfo Redirected page to Zh/gameinfo.txt Tag: New redirect
- 03:3703:37, 29 June 2025 diff hist +2 Zh/Tool textures (Source) No edit summary
- 03:3403:34, 29 June 2025 diff hist +15,421 Zh/Tool textures (Source) No edit summary
- 03:2503:25, 29 June 2025 diff hist +22,374 N Zh/Tool textures (Source) Created page with " == Optimization == {| class="standard-table" |- style="z-index:1; position:sticky; top:0;border:2px solid #525252;" ! width="64px" style="background-color: #323232;color:white" | Image ! width="110px" style="background-color: #323232;color:white" | Filename ! width="75px" style="background-color: #323232;color:white" | Visible if <br /> world brush ! width="75px" style="background-color: #323232;color:white" | Casts shadows ! width="75px" style="background-color: #3..."
- 03:2403:24, 29 June 2025 diff hist +519 N Zh/Tool textures Created page with "{{LanguageBar|Tool textures}} {{disambig}} '''工具材质'''主要用于工具软件,有时也被引擎用于特殊功能处理: * {{L|Tool textures (GoldSrc)}} - 所有{{gldsrc|1}}引擎游戏可用的工具材质 * {{L|Tool textures (Source)}} - 所有{{src|1}}引擎游戏可用的工具材质 * {{L|Tool textures (Source)/Third-party games|第三方Source工具材质}} - 第三方{{src|1}}引擎游戏特有的工具材质 * {{L|Tool textures (Source 2)}} - 所..." current
- 03:2203:22, 29 June 2025 diff hist +23 N Zh/Entities Redirected page to Zh/Entity current Tag: New redirect
- 03:2203:22, 29 June 2025 diff hist +22 N Zh/Brushes Redirected page to Zh/Brush current Tag: New redirect
- 03:2103:21, 29 June 2025 diff hist +853 N Zh/Mesh entity Created page with "{{LanguageBar|title=网格实体}} {{ACategory|Entities by type}} {{ACategory|Source 2}} {{Subpage|{{L|Entities}}}} '''网格实体'''仅在{{source2|4}}中可用,用于取代{{source|4}}的{{L|brush entity}}。由于{{Source2|4}}不再使用{{L|BSP}} {{L|brushes}},需要关联几何体的{{L|entities}}现在改为绑定到Hammer网格。 {{Note|尽管如此,Hammer的实体报告中仍会显示笔刷实体,实际上它们已是网格实体。}} == 网格实..." current
- 03:1403:14, 29 June 2025 diff hist +1,181 N Zh/Hitbox Created page with "{{LanguageBar|Hitbox}} {{ACategory|Modeling}} {{ACategory|Glossary}} right|250px '''Hitbox'''是用于伤害检测的隐形框体(通常为多个框体组合),用于近似表示{{L|model}}的轮廓。由于游戏模型面数过高无法实时计算命中检测,故采用此简化方案。 与{{L|bounding box|边界框}}的区别: * 命中框更复杂且更接近模型外形 * 边界框通常为单一长方体,用于移动碰撞检测 ==..." current
- 03:1303:13, 29 June 2025 diff hist +35 N Zh/QPhysics Redirected page to Zh/VPhysics#QPhysics current Tag: New redirect
- 03:1203:12, 29 June 2025 diff hist +2,998 N Zh/Bounding box Created page with "{{LanguageBar|Bounding box|title=边界框}} {{ACategory|QPhysics}} 400x300px|right|thumbnail|"mins"和"maxs"示意图 '''边界框'''(轴对齐边界框AABB和定向边界框OBB)是自动生成的隐形框体,用于定义实体的粗略尺寸。其主要作用是在实体可见时执行{{L|QPhysics}}碰撞检测(通常在更复杂的检测之前进行)。 如图所示,边界框由两个坐标点构成: * ''"mins"''(最..." current
- 03:1003:10, 29 June 2025 diff hist −1 Zh/Triggers →另见 current
- 03:1003:10, 29 June 2025 diff hist +34 N Zh/Filters Redirected page to Category:Zh/Filters current Tag: New redirect
- 03:0903:09, 29 June 2025 diff hist +899 N Category:Zh/Filters Created page with "{{LanguageBar|Category:Filters|title=过滤器}} {{ACategory|Entities}} {{ACategory|Glossary}} 许多实体可以使用过滤器:这种实体会检查每个潜在的激活者,只有符合特定条件才会放行。本页下方列出了所有过滤器实体。 {{tip|可使用{{ent|filter_multi}}组合多个过滤器。}} === 示例 === * {{L|Filter Applications}} * [http://type3studios.com/downloads/tutorials/SdkNutsTutorials/wiseDoorFilter.zip wiseDoorFilter.zip](..." current
- 03:0703:07, 29 June 2025 diff hist +35 N Zh/Entity Tool Redirected page to Zh/Hammer Entity Tool current Tag: New redirect
- 03:0603:06, 29 June 2025 diff hist −3 Zh/Hammer Object Properties Dialog No edit summary current
- 03:0603:06, 29 June 2025 diff hist +49 Zh/Hammer Object Properties Dialog No edit summary
- 03:0503:05, 29 June 2025 diff hist +48 N Zh/HammerObjectPropertiesDialog Redirected page to Zh/Hammer Object Properties Dialog current Tag: New redirect
- 03:0503:05, 29 June 2025 diff hist +25 N Zh/Keyvalues Redirected page to Zh/Keyvalue current Tag: New redirect
- 03:0403:04, 29 June 2025 diff hist +56 Zh/Hammer Object Properties Dialog No edit summary
- 03:0203:02, 29 June 2025 diff hist +23 Zh/Hammer Object Properties Dialog No edit summary
- 03:0103:01, 29 June 2025 diff hist +3,490 N Zh/Hammer Object Properties Dialog Created page with "{{LanguageBar|Object Properties dialog|title=对象属性对话框}} {{ACategory|Hammer Dialogs}} '''对象属性对话框'''是修改{{L|entity}}属性的主要方式,也可调整{{L|VisGroup}}属性(针对单个或多个笔刷)。非实体对象仅显示VisGroup选项卡。具体实体信息参见{{L|list of entities}}。 对话框中的类名及其{{L|KeyValues}}、{{L|Inputs and Outputs}}和{{L|Hammer Object Properties Dialog#Flags Tab}}取决于加载的{{L|..."
- 03:0103:01, 29 June 2025 diff hist +36 m Zh/Triggers →地图设计
- 02:5802:58, 29 June 2025 diff hist −1 m Zh/Triggers →地图设计
- 02:5602:56, 29 June 2025 diff hist +3,351 N Zh/Triggers Created page with "{{LanguageBar|Triggers|title=触发器}} {{ACategory|Glossary}} {{ACategory|Level Design}} {{ACategory|Programming}} '''触发器'''是能对其他实体存在作出响应的{{ent|entity}}。地图制作者可以创建触发器{{L|brush}}和触发器{{L|Mesh#Source_2|网格}},而程序员可以将任何对象设为触发器。{{Note|触发器中的<tt>Angles</tt>键值会在游戏中使其旋转。这可能有用,但如果残留未删除也会造成问题。}} ==..."
- 02:5502:55, 29 June 2025 diff hist +663 N Zh/Trigger Created page with "{{LanguageBar|Trigger|title=Trigger}} {{ent not in fgd|nolink=1}} {{CD|CBaseTrigger|file1=triggers.cpp}} {{ACategory|CBaseTrigger}} {{this is a|brush entity|name=trigger}} 这是一个通用触发器{{ent|entity}},所有{{L|triggers}}都继承自它。 {{note|该实体主要用于调试目的(类似{{ent|funCBaseFlex}}),实际用途有限。生成时未调用关键的[https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/m..." current
- 02:5402:54, 29 June 2025 diff hist +16 Trigger No edit summary current
- 02:5302:53, 29 June 2025 diff hist +1,852 N Zh/Trigger proximity Created page with "{{LanguageBar|CTriggerProximity|title=触发距离检测}} {{CD|CTriggerProximity|file1=trigger.cpp}} {{this is a|brush entity|name=trigger_proximity}} 用于测量{{L|trigger}}体积内实体与指定点的距离(在给定半径范围内)。当实体位于中心点时,''NearestEntityDistance''输出为0;当实体位于半径边缘时输出为1。 {{note|此实体无法可靠检测实体何时离开半径范围,因此仅适用于检测实体接近情况。这..." current
- 02:5202:52, 29 June 2025 diff hist +16 Trigger proximity No edit summary current
- 02:5102:51, 29 June 2025 diff hist +1,976 N Zh/Trigger look Created page with "{{LanguageBar|Trigger look|title=Trigger look}} {{CD|CTriggerLook|file1=triggers.cpp}} {{this is a|brush entity|name=trigger_look}} 用于当玩家注视某物时触发事件。 当玩家在触发体积内注视目标实体达到指定时间后,会触发'''OnTrigger'''输出。如果玩家离开触发区域或移开视线,计时器将重置。 如果勾选了'''Use Velocity instead of facing'''属性(Flags),触发器将使用玩家速度而非视角方向来判..." current
- 02:4702:47, 29 June 2025 diff hist +16 Trigger look No edit summary current
- 02:4602:46, 29 June 2025 diff hist +2 m Zh/Logic playerproxy →{{portal2}} 传送门2 current