安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
It has been so long that I don't even remember the theory of it enough to suggest where they might have moved this functionality to. Sorry, if you figure out the solution please let me know and I will mention it in the guide.
I've been using Robojumper's script as templated by StupidPupil and it does give somewhat of an advantage over "conventional" voice pack creation, but not by much, certainly not compaired to tagging. As I understand it, (I never used the "conventional" method), it allows for easy creation of custom voice cues (Which as a class maker I can see plenty of uses for), and combines the archetype and a simplified sound bank into a single object. It does not, however, make the sorting of sunds any easier the way tagging does.
https://gtm.steamproxy.vip/ugc/2427879522034712305/8C4C5EF1B9C9F1F4E8FF4CF665D52E2101F1D8FE/
I should mention, you might want to look into Robojumper's voice pack script. It might be more efficient than the system described in this guide. I've never used it, so I'm not sure.