分类:中文
中文页面的分类。其他语言(的分类)也有。
See also: 繁體中文
重要
格式上的建议
- 使用直角引号(「」)。因为弯引号跟英文引号共用码位,在这里会被转成英文引号。
- 请不要在句号后面加空格,更不要使用英文句号。
- 请不要给汉字加斜体。必要时用粗体代替。
—— FloraC (talk) 15:37, 1 October 2020 (UTC)
关于Mod制作圣经
原地址已失效,页面存档:https://web.archive.org/web/20070703120700/http://old.modchina.com/hl2sdk/fin/ 原始内容存档于2007年7月3日。
注:需翻墙,且由于其中的内容早已停止更新,版本与本百科的条目差异巨大,仅供参考。其中的“创建逻辑实体”“你的第一个HL2 DM”“实体 I/O ”与页面底部的两篇翻译因无存档已等同于失效,“绳索”页面内有未翻译部分。大多图片已挂。 本语言的部分文档由MODChina翻译完成, 并由其成员fiNAL.Y遵循Wiki的版权条例发布 Half-Life 2 SDK 圣经计划 (http://old.modchina.com/hl2sdk/fin/) =M4CS= 部分由Forever翔补充并作完善 fiNAL.Y:. 说是翻译完成.感觉基本只有些标题改成中文了.发现国内基本是这样,东西没做成,也不忘要打打旗号名声什么的.国内这方面的资料也少的可怜,也只有些地图教程. 在保留原有文档的基础上,顺手做些翻译工作,觉得这样看最舒适,毕竟翻译带有个人色彩,还是和原文结合起来看才不会理解错. Forever翔:. FGD看得我内牛满面,还是回来翻开发文档吧.....
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Subcategories
This category has the following 76 subcategories, out of 76 total.
A
C
Z
{
Pages in category "Chinese"
The following 200 pages are in this category, out of 710 total.
(previous page) (next page){
- Zh/Info player start
- Zh/Info survivor position
- Zh/Info target instructor hint
- Zh/Info zombie spawn
- Zh/INFRA
- Zh/INFRA Level Creation
- Zh/Inputs and Outputs
- Zh/Installing and Debugging the Source Code
- Zh/Integer
- Zh/J.A.C.K.
- Zh/JBMod
- Zh/Keyvalue
- Zh/L4D Level Design Basics Tutorial
- Zh/L4D Level Design/Additional Finale Components
- Zh/L4D Level Design/Advanced Nav Editing
- Zh/L4D Level Design/Breakable Walls
- Zh/L4D Level Design/Checkpoint Rooms
- Zh/L4D Level Design/Checkpoints
- Zh/L4D Level Design/Clip Brushes
- Zh/L4D Level Design/Elevators
- Zh/L4D Level Design/Finale Events Part 1
- Zh/L4D Level Design/Finale Events Part 2
- Zh/L4D Level Design/Finale Events Part 3
- Zh/L4D Level Design/Getting Started
- Zh/L4D Level Design/Ladders
- Zh/L4D Level Design/Level Organization
- Zh/L4D Level Design/Level Standards
- Zh/L4D Level Design/Nav Flow
- Zh/L4D Level Design/Nav Meshes
- Zh/L4D Level Design/Outdoor Levels
- Zh/L4D Level Design/Panic Events
- Zh/L4D Level Design/Versus Maps
- Zh/L4D Level Design/Visibility
- Zh/L4D Level Design/Your First L4D Level
- Zh/L4D Mapping Notes
- Zh/L4D Soundscripts
- Zh/L4D2 Campaign Add-on Tutorial
- Zh/L4D2 Level Design
- Zh/L4D2 Level Design/Add-on Notes
- Zh/L4D2 Level Design/Boss Prohibition
- Zh/L4D2 Level Design/Custom Finale
- Zh/L4D2 Level Design/Director Queries
- Zh/L4D2 Level Design/Gauntlet Finale
- Zh/L4D2 Level Design/Hard Rain
- Zh/L4D2 Level Design/Instructor Hints
- Zh/L4D2 Level Design/Multi-Gamemode Support
- Zh/L4D2 Level Design/Scavenge Finale
- Zh/L4D2 Level Design/Scavenge Maps
- Zh/L4D2 Level Design/VMF Instances
- Zh/L4D2 Level Design/Wandering Witch
- Zh/L4D2 Level Design/Weapon and Item Spawning
- Zh/L4D2 Mission Files
- Zh/L4D2 Vscripts
- Zh/Launching tools directly
- Zh/Leak
- Zh/Left 4 Dead
- Zh/Left 4 Dead 2
- Zh/Left 4 Dead 2 Authoring Tools
- Zh/Left 4 Dead 2 Level Creation
- Zh/Left 4 Dead 2 Sky List
- Zh/Left 4 Dead 2 Tool Updates
- Zh/Left 4 Dead 2.fgd
- Zh/Left 4 Dead 2/Scripting/Director Scripts
- Zh/Left 4 Dead 2/Scripting/Expanded Mutation System
- Zh/Left 4 Dead 2/Scripting/Script Functions
- Zh/Left 4 Dead engine branch
- Zh/Left 4 Dead Infected Populations
- Zh/Left 4 Dead Level Creation
- Zh/Left 4 Dead series
- Zh/Left 4 Dead Sky List
- Zh/Left 4 Dictionary
- Zh/Level Design Introduction (Portal 2)
- Zh/Level Design Introduction (Portal 2)/Getting Started
- Zh/Level Design Introduction (Portal 2)/Your First Level
- Zh/Light environment
- Zh/List of CS:GO Entities
- Zh/List of CS:GO Script Functions
- Zh/List of entities
- Zh/List of HL2 Animals and Creatures
- Zh/List of L4D Instructor Messages
- Zh/List of L4D Series Nav Mesh Attributes
- Zh/List of L4D2 Campaign Music
- Zh/List of L4D2 Entities
- Zh/List of L4D2 Instructor Messages
- Zh/List of L4D2 Soundscapes
- Zh/List Of Material Proxies
- Zh/List of Skyboxes
- Zh/List of Team Fortress 2 console commands and variables
- Zh/Logic case
- Zh/Logic director query
- Zh/LUX
- Zh/Magazine style reloads
- Zh/Making a Mod
- Zh/Map Obfuscator
- Zh/Mapbase
- Zh/Maplist.txt
- Zh/Mapping in Source vs Half-Life
- Zh/Mapping with Antlions
- Zh/Mapping with Zombies
- Zh/Material proxies
- Zh/Materials for models
- Zh/Math counter
- Zh/MAX MAP BRUSHSIDES
- Zh/Menu Background Map
- Zh/Mini-mod tutorial
- Zh/Mod Content Usage
- Zh/Mod wizard complete
- Zh/ModelDoc Editor
- Zh/Modification
- Zh/Modifying Source GameUI
- Zh/Momentary rot button
- Zh/MoveType
- Zh/Mutation Gametype (L4D2)
- Zh/My First Mod
- Zh/Nav Mesh/Console commands
- Zh/Networking Entities
- Zh/NextBot
- Zh/No More Room in Hell
- Zh/Non-code mod settings
- Zh/NPC
- Zh/NPC Sensing
- Zh/NVIDIA
- Zh/Obsolete
- Zh/Operating system
- Zh/Opposing Force Sky List
- Zh/Optimization/Level Design
- Zh/Orange Box (engine branch)
- Zh/Particle Editor (Source 2)
- Zh/Particle System Constraints
- Zh/Particle System Emitters
- Zh/Particle System Forces
- Zh/Particle System Initializers
- Zh/Particle System Operators
- Zh/Particle System Overview
- Zh/Particle System Properties
- Zh/Particle System Renderers
- Zh/Physics
- Zh/Physics Entity Overview
- Zh/Player weaponstrip
- Zh/Point entity
- Zh/Point viewcontrol multiplayer
- Zh/Point viewcontrol survivor
- Zh/Portal
- Zh/Portal 2
- Zh/Portal 2 Sixense Perceptual Pack
- Zh/Portal 2/Authoring Tools
- Zh/Portal 2: Community Edition
- Zh/Portal Design And Detail
- Zh/Portal Mapping FAQ
- Zh/Portal series
- Zh/Pre-Fortress 2
- Category talk:Zh/Programming
- Zh/Prop door rotating
- Zh/Prop mounted machine gun
- Zh/Prop ragdoll
- Zh/Prop static
- Zh/Prop Types Overview
- Zh/QAngle
- Zh/Quake
- Zh/Releasing a Map
- Zh/RenderTarget
- Zh/Resetting Hammer preferences
- Zh/Reshaping solids
- Zh/Response System
- Zh/Ricochet
- Zh/Rubikon
- Zh/Rust Dedicated Server
- Zh/S PreserveEnts
- Zh/S&box
- Zh/Saving and Compiling
- Zh/SDK Docs
- Zh/SDK Installation
- Zh/SDK versions
- Zh/SFM/Adjusting the layout
- Zh/SFM/Basic operations
- Zh/SFM/Cameras overview
- Zh/SFM/Copying elements between shots
- Zh/SFM/Installation
- Zh/SFM/Introduction To HWM
- Zh/SFM/Materials override
- Zh/SFM/Movie mode and game mode
- Zh/SFM/Navigating with the camera
- Zh/SFM/Populating your scene overview
- Zh/SFM/Recording gameplay
- Zh/SFM/Recording multiplayer gameplay
- Zh/SFM/Rendering at 1080p
- Zh/SFM/Sample beginner's workflow
- Zh/SFM/Selecting objects
- Zh/SFM/Starting the SFM
- Zh/SFM/The Animation Set Editor
- Zh/SFM/The timeline
- Zh/SFM/The viewport
- Zh/SFM/UI overview
- Zh/Shader
- Zh/Shadow control
- Zh/Sky camera
- Zh/Skybox (2D)
- Zh/Skybox Basics
- Zh/Skybox lighting
- Zh/Sound and Music