安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
I might get around to making the velvet shaders that Nier Automata has, if I can figure out the formula for it. Same goes for the TF2 shader.
You can actually make the opac masks yourself. You just need to set the Blend settings in the properties to Masked, and then connect the alpha channel output of one of the Texture2d's to the main input of the Opacity Mask.
To set the camo to use static colors, you can probably modify the material, and replace the primary color with a standard Constant4, set the color of the secondary camo to another Constant4, and the camo texture with a standard Texture2D (The WCE_TC Material system is complicated, so I suggest you look at some tutorials, and read UDK's Material Compendium.)
@McDenny's 09
I haven't taken a look at those yet. I don't know if those are just standard materials, or used by Material Instances.
I believe it's possible, but the problem is that the scripts that deal with weapon customization can change this at will
Last time I tried something like that, it crashed my game, and my computer. So it might not be possible at the moment (You can't change the teeth through customization anyway).
If it's possible, and if anyone can find a use for it. This is mostly just customization materials that I modified for Material Instances.