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  • 08:17, 6 August 2025$internalname (hist | edit) ‎[306 bytes]Robotboy655 (talk | contribs) (create stub for this command.)
  • 08:13, 6 August 2025$phyname (hist | edit) ‎[161 bytes]Robotboy655 (talk | contribs) (add stub page for this command.)
  • 19:55, 5 August 2025Lights.rad/Half-Life: Source (hist | edit) ‎[4,494 bytes]Grande1900 (talk | contribs) (Created page with "This is a RAD file from {{hls|2}}. == lights.rad == {{textfile|rad}} {{codeblock|lang=rad|src=hl1/hl1_pak.vpk/lights.rad|<!-- --><nowiki>lights/fluorescentcool001a 189 231 232 350 lights/fluorescentcool001b 236 255 182 350 lights/fluorescentcool002a 189 231 232 400 lights/fluorescentcool002b 236 255 182 400 lights/fluorescentcool003a 189 231 232 300 lights/fluorescentwarm001a 239 216 193 350 lights/fluorescentwarm002a 239 216 193 400 lights/fluorescentwhite001a 245 2...")
  • 10:55, 4 August 2025Prop flare (hist | edit) ‎[2,093 bytes]MyGamepedia (talk | contribs) (Created page with "{{CDA|CProp_Flare|CPhysicsProp|CBreakableProp|CBaseProp|CBaseAnimating|CBaseEntity|}} 70px||thumb|right|Default model skin. 70px||thumb|right|Burnt skin. {{this is a|model entity|name=prop_flare|game=Black Mesa}} A physics prop that represents emergency flare. Can be used by a {{ent|player}} to light way and protect self by using it to ignite zombies and Npc hea...")
  • 11:07, 3 August 2025RAD file (GoldSrc) (hist | edit) ‎[1,956 bytes]NinjaV (talk | contribs) (Split page, added this off main page (scr1) for gldsrc using tabs. did cut and paste og gldsrc info from old single page)
  • 21:23, 1 August 2025Console command flags (hist | edit) ‎[16,721 bytes]Luke18033 (talk | contribs) (Added a dedicated page for console command flags since there is a lot of information on them which was previously being crammed into the bottom of a tutorial page)
  • 14:57, 1 August 2025Hotspot texturing (hist | edit) ‎[4,298 bytes]Ficool2 (talk | contribs) (Created page with "'''Hotspot texturing''' is a method to quickly apply textures to geometry by matching faces to predefined rectangles. This method is especially useful with texture maps consisting of trims and panels, and will allow you to automate a lot of the texture aligning process. thumb|Example of a structure made with a hotspot texture Valve used hotspot texturing extensively in the creation of Half: Life Alyx to create modular geometry with bevelled...") originally created as "Hotspot Texturing"
  • 04:26, 31 July 2025Upload mods to Steam Workshop (Half-Life 2) (hist | edit) ‎[1,217 bytes]Kr0tchet (talk | contribs) (had to create this page so people don't have to look for Steam Guides and find out how to upload addons to HL2.)
  • 14:23, 29 July 2025Ru/Half-Life 2: Episode Three (hist | edit) ‎[9,259 bytes]PavelCheloveckov (talk | contribs) (Created page with "{{subst:#if: Translation of 'Half-Life 2: Episode Three' to 'русский' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
  • 05:57, 28 July 2025Lights.rad/Left 4 Dead 2 (hist | edit) ‎[9,247 bytes]Kr0tchet (talk | contribs) (Left 4 Dead 2 lights.rad.)
  • 05:49, 28 July 2025Lights.rad/Black Mesa (mod) (hist | edit) ‎[4,339 bytes]Kr0tchet (talk | contribs) (lights.rad from mod release of Black Mesa.)
  • 05:31, 27 July 2025Freeman's Journey (hist | edit) ‎[1,654 bytes]PavelCheloveckov (talk | contribs) (Created page with "<noinclude>{{DISPLAYTITLE:Freeman's Journey}}</noinclude> {{Background | file = blackmesa_ui_background.png | opacity = 0.025 | gradient-height = 500px }} <div style="max-width: 1000px; margin: auto; padding: 20px;"> == Freeman's Journey == {{Infobox mod | title = Freeman's Journey | image = logo.png | developer = User:PavelCheloveckov | engine = Source | platforms = Windows | released = TBA | status = In developmen...")
  • 19:15, 26 July 2025VPC Scripts/Syntax (hist | edit) ‎[10,352 bytes]SomeoneTookSeven (talk | contribs) (Created page with "VPC Script files work in a fairly straightforward way. There are C-Style comments with <code>//</code>, Commands are issued with <code>$</code> and Scopes are made with <code>{ }</code>. Conditionals can also be made with <code>[condition]</code> __TOC__ === $BASE === <code style="display:block;background-color:#151515!important;padding:15px !important;border-radius:8px!important;font-family:monospace;border:1px solid #000 !important;margin-bottom:5px;"> <span style="co...")
  • 17:58, 26 July 2025VPC Scripts/help (hist | edit) ‎[7,022 bytes]SomeoneTookSeven (talk | contribs) (Created page with "<syntaxhighlight lang="bat"> VPC - Valve Project Creator (Build: Mar 8 2025 19:08:18) Copyright (c) Valve Corporation. All Rights Reserved. Source Path: C:\Users\User\Desktop\SDK\source-sdk-2013\src Target Platform: win64 Generating for Visual Studio 2022. usage: vpc [options] <+/-/*/@project or group> Use +/- to add or remove projects or groups. Use * to add a project and all projects that depend on it. Use @ to add a project and all projects that it depe...")
  • 17:50, 26 July 2025VPC Scripts (hist | edit) ‎[2,392 bytes]SomeoneTookSeven (talk | contribs) (Created page with "VPC (or Valve Project Creator) is a a command line tool that ships with the Source SDK. This tool is used for constructing Visual Studio projects (<code>.vcproj</code>) with consistent project properties. The Source Engine uses pre-processor definitions to determine what code needs to be compiled in any given file for the target settings. While the SDK does use some pre-defined definitions set by the compiler or operating system, it also uses custom definitions like <co...")
  • 16:59, 26 July 2025SDK Overview (hist | edit) ‎[3,859 bytes]SomeoneTookSeven (talk | contribs) (Created page with "__NOTOC__ = What is the SDK = The Source SDK is a development kit for creating and modifying games built on the Source Engine. It includes a wide range of source code files and scripts that enables you to build your own systems and game logic on top of the Source Engine framework. == What The SDK Offers == The SDK provides: * Full access to gameplay code written in C++ * Tools to compile maps, models, and materials * Build scripts and Visual Studio project files * Examp...")
  • 12:38, 26 July 2025Ru/Counter-Strike: Source (hist | edit) ‎[11,562 bytes]PavelCheloveckov (talk | contribs) (Created page with "{{subst:#if: Translation of 'Counter-Strike: Source' to 'русский' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
  • 08:09, 26 July 2025Ru/User:PavelCheloveckov (hist | edit) ‎[0 bytes]PavelCheloveckov (talk | contribs) (Created page with "{{LanguageBar}} {| class="wikitable" style="width:600px; background:#1a1a1a; color:#ffffff; font-size:14px; border:2px solid #f7921e; float:right; margin-left:20px; margin-bottom:20px;" |- ! colspan="2" style="text-align:center; font-size:18px; background:#1a1a1a; color:#f7921e; padding:10px;" | '''{{PAGENAME}}''' |- | colspan="2" style="text-align:center;" | 400px<br><small>Разработчик и автор проектов</small> |- |...")
  • 10:40, 25 July 2025Ru/Flag (hist | edit) ‎[7,145 bytes]Clash (talk | contribs) (Russian page)
  • 07:14, 25 July 2025Es/Valve Anti-Cheat (hist | edit) ‎[12,126 bytes]Ryo (talk | contribs) (Created page with "{{subst:#if: Translation of 'Valve Anti-Cheat' to 'español' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
  • 08:42, 24 July 2025Source BR (hist | edit) ‎[137 bytes]ShadowKaze (talk | contribs) (Underconstruction)
  • 02:14, 22 July 2025Zh/Env texturetoggle (hist | edit) ‎[2,900 bytes]POCIX (talk | contribs) (Created page with "{{subst:#if: Translation of 'Env texturetoggle' to '中文' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
  • 09:11, 18 July 2025CBaseCombatCharacter/definitions (hist | edit) ‎[22,424 bytes]Theki (talk | contribs) (Created page with "=== Serverside === ==== [https://github.com/ValveSoftware/source-sdk-2013/blob/master/src/game/server/basecombatcharacter.h basecombatcharacter.h] ==== <syntaxhighlight lang="cpp"> //----------------------------------------------------------------------------- // Purpose: This should contain all of the combat entry points / functionality // that are common between NPCs and players //----------------------------------------------------------------------------- class CBas...")
  • 13:35, 17 July 2025CBaseCombatWeapon/definitions (hist | edit) ‎[25,836 bytes]Theki (talk | contribs) (Created page with "===Serverside=== ====[https://github.com/ValveSoftware/source-sdk-2013/blob/master/src/game/shared/basecombatweapon_shared.h basecombatweapon_shared.h]==== <syntaxhighlight lang="cpp"> class CBaseCombatWeapon : public BASECOMBATWEAPON_DERIVED_FROM { public: DECLARE_CLASS( CBaseCombatWeapon, BASECOMBATWEAPON_DERIVED_FROM ); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); #ifdef GAME_DLL DECLARE_ENT_SCRIPTDESC(); #endif CBaseCombatWeapon(); virtual ~CBaseCo...")
  • 13:05, 17 July 2025Ru/Bump map (hist | edit) ‎[10,071 bytes]Clash (talk | contribs) (Russian page)
  • 10:54, 17 July 2025CPropCombineBall (hist | edit) ‎[1,935 bytes]Theki (talk | contribs) (Created page with "{{languagebar}} {{stub}} {{cd|CPropCombineBall|file1=[https://github.com/ValveSoftware/source-sdk-2013/blob/master/src/game/server/hl2/prop_combine_ball.cpp prop_combine_ball.cpp]}} {{linked entities|prop_combine_ball}} ==Inputs== {{DEFINE_INPUTFUNC|FIELD_VOID|Explode|InputExplode}} {{DEFINE_INPUTFUNC|FIELD_VOID|FadeAndRespawn|InputFadeAndRespawn}} {{DEFINE_INPUTFUNC|FIELD_VOID|Kill|InputKill}} {{DEFINE_INPUTFUNC|FIELD_VOID|Socketed|InputSocketed}} ==Fields== {{DEFINE...")
  • 10:53, 17 July 2025CPropCombineBall/definitions (hist | edit) ‎[6,681 bytes]Theki (talk | contribs) (Created page with "===Serverside=== ====[https://github.com/ValveSoftware/source-sdk-2013/blob/master/src/game/server/hl2/prop_combine_ball.h prob_combine_ball.h]==== <syntaxhighlight lang="cpp"> //----------------------------------------------------------------------------- // Looks for enemies, bounces a max # of times before it breaks //----------------------------------------------------------------------------- class CPropCombineBall : public CBaseAnimating, public CDefaultPlayerPicku...")
  • 10:55, 14 July 2025Ru/Unit (hist | edit) ‎[1,810 bytes]Clash (talk | contribs) (Rusian translate)
  • 22:36, 12 July 2025Timestamped.log (hist | edit) ‎[1,072 bytes]CHILLMODEA (talk | contribs) (Move User:CHILLMODEA/Pages/timestamped.log out of userspace)
  • 08:27, 11 July 2025Zh/Trigger paint cleanser (hist | edit) ‎[870 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{this is a|brush entity|name=trigger_paint_cleanser|game=Portal 2}} It is a trigger volume that destroys gel blobs which pass through it, and removes gel from objects such as cubes. In {{game link|Portal 2: Community Edition}}, it will additionally reset the paint gun's gel types when the player passes through it. {{note|It does not remove gel applied to brushes, or block gel from streaking past it.}} {{bugfix|In Portal 2, the en...")
  • 01:34, 5 July 2025Zh/Logic script (hist | edit) ‎[3,558 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{Source topicon}} {{Source 2 topicon}} {{tabsBar|main=s2|base=logic_script}} {{CD|CLogicScript|CPointEntity|file1=1}} __NOTOC__ left|Source 1编辑器图标 left|Source 2编辑器图标 {{this is a|逻辑实体|name=logic_script|since=Left 4 Dead 2}} 该实体在{{tf2branch|4}}和{{mapbase|4}}中也可用。 此实体作为{{L|VScript}}的容器。例如在Left 4 Dead 2中,它被广泛用于...")
  • 01:28, 5 July 2025Zh/Arrival departure transition ents.vmf (Portal 2) (hist | edit) ‎[2,142 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} 包含确保关卡间平滑过渡的基础实体。同时包含实例文件''transition_entry.vmf''和''transition_exit.vmf'',其相关内容也将在此列出。通常位于:<code>C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\instances\</code> 这些实体由''transition_entry.vmf''中触发的"sp_transition_list.nut"{{L|VScript}}处理。 更多过渡相关信息,请参阅{{L|Level Transition (Portal 2)}}。 ==func_instance_...")
  • 01:27, 5 July 2025Zh/Disassembler (hist | edit) ‎[552 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Disassembler|title=拆解器(Disassembler)}} thumb|right|300px|合作模式拆解室 '''拆解器'''是合作模式地图的终点场景。 ==实例配置== 1. 创建{{L|func_instance}}实体并设置: ::{| class=standard-table ! Property Name || Value |- | Name || coop_endlevel_room |- | VMF Filename || instances/coop/coop_endlevel_room.vmf |} 2. 创建{{L|Coop_Door}}并与之对齐 ==手动创建== (...")
  • 01:20, 5 July 2025Zh/Elevator (Portal 2) (hist | edit) ‎[3,648 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} '''电梯'''在{{L|p2|4}}中用于玩家在不同关卡间过渡。请勿与联机模式中的分解器混淆。电梯存在于四种主题风格中:荒废、重建、洁净和Wheatley主题。 == 添加电梯到地图 == {{note|本教程将创建电梯生成点。要防止土豆枪生成,请参阅下方的简易教程1。}} ===入口电梯=== 1. 使用实体工具创建{{L|func_instance}},命名"{{m...")
  • 09:31, 4 July 2025Zh/List of Portal soundscapes (hist | edit) ‎[6,030 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{back | Portal Level Creation}} {{DISPLAYTITLE: Portal - 音效场景列表|noerror}} {{toc-right}} 以下是{{portal}}中可用的22种soundscapes列表。测试音效的简便方法是使用控制台命令''playsoundscape'',该命令支持音效名称搜索功能,无需打印本列表作为参考。 名称含'util'的音效需嵌入完整音效场景中使用。虽然游戏中可独立运行,但其丰富度通常不如组合效果。部分...")
  • 09:28, 4 July 2025Zh/List of Portal 2 Soundscapes (hist | edit) ‎[76,126 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|List of Portal 2 Soundscapes|title=传送门2音效列表}} {{p2 topicon}} {{back | Portal 2 Level Creation}} {{toc-right}} 以下是{{Portal2|4}}中可用的396种{{L|soundscapes}}列表。游戏同时包含{{Portal|2}}的全部音效(完整列表参见{{L|List of Portal soundscapes|传送门音效列表}})。测试音景的简便方法是使用控制台命令''playsoundscape'',该命令支持音景名称搜索功能,无需打印本列表作为参...")
  • 09:01, 4 July 2025Zh/Shredder (hist | edit) ‎[4,654 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Shredder|title=粉碎机(Shredder)}} thumb|right|{{L|Portal 2}}中的粉碎机 '''粉碎机'''(又称'''研磨机''')是{{L|Portal 2}}中的旋转刀片,可摧毁掉入其中的物体和玩家。其功能类似{{L|pit (Portal 2)|无底洞}}和{{L|slime|致命粘液}},但采用{{L|Factory (Portal 2 theme)|工厂主题}}设计。 ==创建方法== {{note|虽然粉碎机模型自带旋转动画,但每次动画循环时会...")
  • 08:56, 4 July 2025Zh/Crusher (hist | edit) ‎[5,389 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Crusher|title=粉碎机(Crusher)}} thumb|rightPortal 2中,'''粉碎机'''是带有尖刺的面板。和普通面板一样,它们连接在机械臂上,但机械臂后方装有一个驱动粉碎机的大型活塞。 thumb|right|300px|粉碎机面板 == 创建粉碎机 == {{note|除了从头创建粉碎机,您也可以下载现成的实例文件,详见{{L|Crusher#外部...")
  • 06:40, 3 July 2025Zh/Weapon portalgun (hist | edit) ‎[4,547 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Weapon portalgun}} {{this is a|模型实体|name=weapon_portalgun|series=Portal}} {{CD|CWeaponPortalgun|base=CBasePortalCombatWeapon|file1=weapon_portalgun.cpp}} 这是贯穿整个系列的核心道具——光圈科学手持传送门装置。在被拾取前即可发射传送门,常被放置在{{L|Creating a rotating portalgun|基座}}上。可抓取重量不超过85kg的物理对象。 与其他武器实体相同,传送枪被拾取后仍会存在,...")
  • 06:29, 3 July 2025Zh/Prop portal (hist | edit) ‎[3,442 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|CProp_Portal}} {{this is a|模型实体|name=prop_portal|series=Portal}} ==实体描述== 代表传送门的实体,与{{L|weapon_portalgun}}发射的传送门完全一致。 {{note|若要使prop_portal与玩家传送枪关联,必须将传送门配对ID设为0。}} {{warning|通过{{code|Kill}}等方式删除传送门可能导致游戏崩溃,应使用{{code|Fizzle}}或{{code|SetActivatedState 0}}: :{{note|区别在于:{{code|Fizzle}}会播放音...")
  • 06:20, 3 July 2025Zh/Linked portal door (hist | edit) ‎[3,507 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|CLinkedPortalDoor|title=关联传送门(linked_portal_door)}} thumb|250px|关联传送门示例:连接相同规格的白砖房间 {{this is a|模型实体|name=linked_portal_door|game=Portal 2|game1=Strata Source|icon=Portal 2}} 这是一种特殊的{{L|prop_portal|传送门}}类型,无视觉效果,用于无缝连接地图中两个远距离区域。这些传送门呈方形,玩家可通过传送枪穿越...")
  • 06:18, 3 July 2025Zh/Conveyor (Portal 2) (hist | edit) ‎[3,512 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Conveyor (Portal 2)|title=传送带(Portal 2)}} == 概述 == 要创建《Portal 2》的传送带系统,需要创建一系列{{L|func_tracktrain}}实体,每个实体都配有{{L|path_track}}路径点,并通过首尾相连形成闭环(第一个路径点需勾选''传送到此路径点''选项)。 {{note|关于如何让颜料附着在传送带上,请参阅页面底部的{{L|Conveyor_(Portal_2)#Notes|注意事项}}}} 将每个{{L|func_tracktra...")
  • 07:22, 2 July 2025Zh/Portal 2 raTTail elements (hist | edit) ‎[553 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Portal 2 raTTail elements|title=传送门2 raTTail元素}} {{stub}} 《传送门2》的模组raTTail是一个目前处于早期开发阶段的概念。 == 元素 == * 以下是目前已完成的元素。 1. 重力弹投放器 2. 重力弹接收器 3. 推进器(一种微型风扇) * 以下是目前正在开发中的元素。 1. 破坏凝胶 2. 具有更新属性的转换凝胶 3. 精神错乱、药丸和同伴方块的 proximity 要求 4. 计算机...")
  • 07:18, 2 July 2025Zh/Explosive Cube (hist | edit) ‎[1,821 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Explosive Cube|title=爆炸方块}} {{Stub}} == 创建方法 == 假设你已经有一个可以放置爆炸立方体的测试关卡。如果没有,可以参考这里学习基础的关卡设计。 准备工作: 确保你已经下载了[{{fullurl:{{FULLPAGENAME}}|diff=prev}} 这些必要文件]。如果没有安装这些文件,你仍然可以使用普通立方体,但这可能会让玩家误以...")
  • 07:15, 2 July 2025Zh/Cube Inductance (hist | edit) ‎[2,418 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Cube Inductance|立方体感应器}} '''Cube Inductor(立方体感应器)'''是一个非《传送门2》自带的自定义元素。它由一个设置在测试室墙壁上的高而窄的腔体组成。这种感应器的工作原理类似“震动手电筒”,当金属物体(如立方体)穿过它时,会产生一个能量场。感应器利用“无限下落”技术来实现这一功能。 == 制作方法 == 假设你已有一个可放置感应...")
  • 07:13, 2 July 2025Zh/Chasing Laser (hist | edit) ‎[1,329 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "'''Chasing Lasers(追踪激光)'''是一个非《传送门2》自带的自定义元素。它本质上是一种会跟随玩家移动的{{L|Thermal Discouragement Beam|激光}}。 == 制作方法 == 0. 创建一个带有基础房间的新地图 1. 创建一个最小尺寸为64 x 64的立方体,将其设置为{{L|func_tank|func_tank}},并进行如下设置: ::{| class=standard-table ! Property Name || Value |- | Name || Tank |- | Pitch Rate || 30 |- | Pitc...")
  • 07:09, 2 July 2025Zh/Half-Life Model Viewer (hist | edit) ‎[529 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Half-Life Model Viewer|半条命模型查看器}} {{disambig}} {{Hlmv|4|nt=1}}是一个用于预览3D{{L|model|模型}}({{L|MDL|MDL文件}})的程序。有两个特定于引擎的版本: *{{L|Half-Life Model Viewer (GoldSrc)|GoldSrc版Half-Life模型查看器}} - 适用于{{GoldSrc|4}}。 *{{L|Half-Life Model Viewer (Source)|Source版Half-Life模型查看器}} - 适用于{{Src|4}}。 ==另见== <!-- 这里可能值得列出 --> *{{L|hlmvpp|4.1}} - {{...")
  • 07:07, 2 July 2025Zh/Porting humanoids to Portal 2 (hist | edit) ‎[10,015 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar}} {{P2 topicon}}thumb|right|《半条命》中的{{L|G-Man|G-Man}}在{{portal2|4}}中,带有可活动的眼睛和面部动画。 由于存在许多且有时是未知的漏洞,{{portal2|4}}不支持直接(即“拖放”)移植人类和类人生物模型,例如来自{{hl2|4}}的那些模型。<br> 通过使用这种方法移植这些模型,类人生物会导致{{L|Hammer| Hammer编辑器}}、{{L|HLMV|Half-Life模型查看...")
  • 06:59, 2 July 2025Zh/Bumbleball (hist | edit) ‎[1,880 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|title=Bumbleball|嗡嗡球}} thumb|right|Bumbleball Bumbleball(嗡嗡球)是由Skotty和Moth创建的全新《传送门2》谜题元素。当嗡嗡球处于玩家视野之外时,它会每2秒弹跳一次,弹跳时会发出独特的声音。它们与球体有“很大”不同,并且与涂有蓝色涂料的立方体的行为也不同,这使得它们在这方面独具特色。 == 下载内容特点 == * 一个专门...")
  • 06:56, 2 July 2025Zh/Portal 2 Energy Balls (hist | edit) ‎[1,349 bytes]WoShiGeNiCheng (talk | contribs) (Created page with "{{LanguageBar|Energy Ball|title=能量球}} thumb|right|Energy Ball - 能量球 能量球是来自Portal|传送门的谜题元素,在Portal 2|传送门2中并未出现。幸运的是,Skotty将其移植了过来,尽管外观有所不同。 == 下载内容特点 == 该数据包包含: * 普通能量球的材质、模型和声音。 * 洁净型能量球发射器和接收器的材质和模型 * 脏污型和洁净型发射器及接...")
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