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pd: do u know this or these map(s)? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=779288143&searchtext=green+bikini first and second picture :/
Plus, assuming by the error message you received you're trying to create the vmt by using VTFedit. I'd recommend using Notepad or some other text editor.
"$basetexture" "models\weapons\v_models\pist_qsz92\v_qsz92"
"$bumpmap" "models\weapons\v_models\pist_qsz92\v_qsz92_normal"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 5
"$envmapsaturation" 0.8
"$envmaptint" "[ 0.7 0.7 0.7 ]"
"$rimlight" "1"
"$rimlightexponent" "40"
"$rimlightboost" "0.2"
"$rimmask"
"PhongExponenttexture"
"$phong" "1"
"$phongboost" "1"
"$phongexponent" "100"
"$phongfresnelranges" "[8 2 8]"
"$phongtint" "[ 1 1 1 ]"
"$normalmapalphaenvmapmask" "1"
"phongexponenttexture" is missing texture path and the it should be "$phongexponenttexture"
"$normalmapalphaenvmapmask" is written twice
To my knowledge rimlight doesn't work in L4d2. Remove those.
"VertexLitGeneric"
{
"$basetexture""models\weapons\v_models\pist_qsz92\v_qsz92"
"$bumpmap" "models\weapons\v_models\pist_qsz92\v_qsz92_normal"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 5
"$envmapsaturation" 0.8
"$envmaptint" "[ 0.7 0.7 0.7 ]"
{
"$rimlight" "1"
"$rimlightexponent" "40"
"$rimlightboost" "0.2"
"$rimmask"
"PhongExponenttexture"
{
"$phong" "1"
"$phongboost""1"
"$phongexponent" "100"
{
"$phongfresnelranges" "[8 2 8]"
"$phongtint" "[ 1 1 1 ]"
"$normalmapalphaenvmapmask""1"
}
}
}
}
it gives a message error "error parsing material on line 10 (expected close brace or group name or attribute name)"
this is the instruction for csgo http://blog.counter-strike.net/workshop/finishes/hydrographic_style.html but i don't know to apply it in ps u_u
http://gamebanana.com/tuts/11498
http://gamebanana.com/tuts/11927
http://modernfirearms.net/userfiles/images/machine/germany/1315582647.jpg
https://imperium.news/wp-content/uploads/2016/12/BF1-Selbstlader-Marksman.png
http://i.imgur.com/hSv9o7S.png
And the Sten for m16 or ak47 *-*
https://image.shutterstock.com/z/stock-photo-british-machine-gun-sten-mk-used-extensively-by-british-and-commonwealth-forces-throughout-24622570.jpg
https://s-media-cache-ak0.pinimg.com/originals/61/67/e6/6167e688c1f5338d9474c33c16f1224d.jpg
The "conflicting" is simply the game noticing that the addons have files that have same name.
about the toom may indices.. etc that was other question and thanks for the information uwu
Also, try this:
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
Might simply be a corrupted or missing file. Verifying files should fix that.
also.. when a mod gives me these message "Too many indices for index buffer tell a programmer " how can i fix that? :,c sorry for these all question
The author made so that the flashlight has fully transparent textures. You'd need to create new textures for the flashlight and possibly edit vmt to use your textures and to remove transparency effect.
For the folder where the textures and vmt should go, you need to check that from the addon itself.
And how could I put a lantern on a weapon that does not have one - like this, the difference with the rifle is that the a4m4 has an invisible lantern -? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=708849896&searchtext=rex+impaler
pd2: where can i found the lantern folder in the game?
As far as know flashlight texture isn't affected by weapon model, because the light is separate attachment all weapons share. So, if you want to change the texture you'll need to know where the texture is stored, mimic the folder structure and pack the vpk, like any other addon.