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
Since your question concerns how mods work, I’m moving it to the Modding sub-forum.
A: If its the icons then you can manually change the mod to use a vanilla game icon instead, and then use the "tint" property (in the XML) to make the icon have a different color. Its not "the best" and it may be very hard to find an icon that looks even close to what you want, but it will work. So if the mod had a cool "piece of ham" icon, you could just replace it in the XML with the raw meat or grilled meat icon and tint it yellow or pink or brown so its visually different than the vanilla game icons, and also kinda looks like it could be a piece of ham.
As an example: I have some mods that have a pen, and a pencil. I just used the icon for the dart trap ammo for both and colored/tinted the "pen" blue and the "pencil" yellow. Its not great, but it works to make it server side safe.
If there are any 3D models (in teh mods resources folder, they have extensions of unity.3D) then you cannot convert these
Yes, you´re right, it´s not the best of the best but it´s an option. I will check if I can find matching icons for the mods I want to install.
Thanks and have a nice day!
:-)