2857 lines
136 KiB
XML
2857 lines
136 KiB
XML
<?xml version="1.0"?>
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<!--This file was created by Wicked Engine for language localization.-->
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<!--You can import this file with the wi::Localization::Import() function.-->
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<entry id="0">Mentés</entry>
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<entry id="1">Megnyitás</entry>
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<entry id="2">Jegyzetek</entry>
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<entry id="3">Mérések</entry>
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<entry id="4">Mozi</entry>
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<entry id="5">Teljes kép</entry>
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<entry id="6">Ablakos</entry>
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<entry id="7">Hibajeletés</entry>
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<entry id="8">Információ</entry>
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<entry id="9">Kilépés</entry>
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<entry id="10">Névtelen jelenet</entry>
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<entry id="11">Tartalmak</entry>
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<section name="gui">
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<section name="+" hint="Button">
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<entry id="1" hint="tooltip">Új jelenet</entry>
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</section>
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<section name="Backlog" hint="Button">
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<entry id="1" hint="tooltip">Jegyzetek megnyitása (HOME gombbal kapcsolható)</entry>
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</section>
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<section name="" hint="Button">
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<entry id="1" hint="tooltip">Minden háttérben futó szkript szál leállítása.</entry>
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</section>
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<section name="Graphics" hint="Window">
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<entry id="0" hint="text">Grafika</entry>
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<section name="Cube Shadowmap res: " hint="ComboBox">
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<entry id="0" hint="text">Cube Shadowmap res: </entry>
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<entry id="1" hint="tooltip">Choose a shadow quality preset for cube shadow maps (pointlights, area lights)...
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This specifies the maximum shadow resolution for these light types, but that can dynamically change unless they are set to a fixed resolution individually.</entry>
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<section name="items">
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<entry id="0">Off</entry>
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<entry id="1">128</entry>
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<entry id="2">256</entry>
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<entry id="3">512</entry>
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<entry id="4">1024</entry>
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<entry id="5">2048</entry>
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</section>
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</section>
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<section name="Path tracing statistics" hint="Label">
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<entry id="0" hint="text">Path tracing statistics</entry>
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</section>
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<section name="EyeAdaption: " hint="CheckBox">
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<entry id="0" hint="text">EyeAdaption: </entry>
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<entry id="1" hint="tooltip">Enable eye adaption for the overall screen luminance</entry>
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</section>
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<section name="Shadow type: " hint="ComboBox">
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<entry id="0" hint="text">Shadow type: </entry>
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<entry id="1" hint="tooltip">Choose between shadowmaps and ray traced shadows.
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Note that ray traced shadows need hardware raytracing support, otherwise they are not available</entry>
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<section name="items">
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<entry id="0">Shadowmaps</entry>
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<entry id="1">Ray traced</entry>
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</section>
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</section>
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<section name="Display Output: " hint="ComboBox">
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<entry id="0" hint="text">Display Output: </entry>
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<entry id="1" hint="tooltip">Choose between different display output formats.
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If the display doesn't support the selected format, it will switch back to a reasonable default.
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HDR formats will be only selectable when the current display supports HDR output</entry>
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<section name="items">
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<entry id="0">SDR 8bit</entry>
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<entry id="1">SDR 10bit</entry>
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</section>
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</section>
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<section name="VXGI Reflections: " hint="CheckBox">
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<entry id="0" hint="text">VXGI Reflections: </entry>
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<entry id="1" hint="tooltip">Toggle specular reflections computation for VXGI.</entry>
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</section>
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<section name="widget_4" hint="ComboBox">
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<entry id="1" hint="tooltip">Choose Surfel GI debug visualization.</entry>
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<section name="items">
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<entry id="0">No Debug</entry>
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<entry id="1">Normal</entry>
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<entry id="2">Color</entry>
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<entry id="3">Point</entry>
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<entry id="4">Random</entry>
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<entry id="5">Heatmap</entry>
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<entry id="6">Inconsist.</entry>
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</section>
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</section>
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<section name="Key: " hint="Slider">
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<entry id="0" hint="text">Key: </entry>
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<entry id="1" hint="tooltip">Set the key value for eye adaption.</entry>
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</section>
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<section name="Sample count: " hint="Slider">
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<entry id="0" hint="text">Sample count: </entry>
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<entry id="1" hint="tooltip">The path tracing will perform this many samples per pixel.</entry>
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</section>
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<section name="Strength: " hint="Slider">
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<entry id="0" hint="text">Strength: </entry>
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<entry id="1" hint="tooltip">The lens distortion amount.</entry>
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</section>
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<section name="VXGI Distance: " hint="Slider">
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<entry id="0" hint="text">VXGI Distance: </entry>
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<entry id="1" hint="tooltip">Adjust max raymarching distance for VXGI.</entry>
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</section>
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<section name="widget_5" hint="TextInputField">
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<entry id="1" hint="tooltip">Probe count in X dimension.</entry>
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</section>
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<section name="Rate: " hint="Slider">
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<entry id="0" hint="text">Rate: </entry>
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<entry id="1" hint="tooltip">Set the eye adaption rate (speed of adjustment)</entry>
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</section>
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<section name="Sample Count: " hint="Slider">
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<entry id="0" hint="text">Sample Count: </entry>
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<entry id="1" hint="tooltip">Set AO ray count. Only for SSAO</entry>
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</section>
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<section name="Cartoon Outline: " hint="CheckBox">
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<entry id="0" hint="text">Cartoon Outline: </entry>
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<entry id="1" hint="tooltip">Toggle the cartoon outline effect. Only those materials will be outlined that have Cartoon Outline enabled.</entry>
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</section>
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<section name="Cutoff: " hint="Slider">
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<entry id="0" hint="text">Cutoff: </entry>
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<entry id="1" hint="tooltip">Set maximum roughness which can be used to apply screen space or raytraced reflections.</entry>
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</section>
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<section name="Transparent Shadows: " hint="CheckBox">
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<entry id="0" hint="text">Transparent Shadows: </entry>
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<entry id="1" hint="tooltip">Enables color tinted shadows and refraction caustics effects for transparent objects and water.</entry>
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</section>
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<section name="DDGI RayCount: " hint="Slider">
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<entry id="0" hint="text">DDGI RayCount: </entry>
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<entry id="1" hint="tooltip">Adjust the ray count per DDGI probe.</entry>
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</section>
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<section name="2.5D Light Culling: " hint="CheckBox">
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<entry id="0" hint="text">2.5D Light Culling: </entry>
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<entry id="1" hint="tooltip">Enable a more aggressive light culling approach which can result in slower culling but faster rendering (Tiled renderer only)</entry>
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</section>
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<section name="2D Shadowmap res: " hint="ComboBox">
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<entry id="0" hint="text">2D Shadowmap res: </entry>
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<entry id="1" hint="tooltip">Choose a shadow quality preset for 2D shadow maps (spotlights, directional lights)...
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This specifies the maximum shadow resolution for these light types, but that can dynamically change unless they are set to a fixed resolution individually.</entry>
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<section name="items">
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<entry id="0">Off</entry>
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<entry id="1">128</entry>
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<entry id="2">256</entry>
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<entry id="3">512</entry>
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<entry id="4">1024</entry>
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<entry id="5">2048</entry>
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<entry id="6">4096</entry>
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</section>
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</section>
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<section name="DDGI Smoothen: " hint="Slider">
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<entry id="0" hint="text">DDGI Smoothen: </entry>
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<entry id="1" hint="tooltip">Adjust the amount of smooth backface test.</entry>
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</section>
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<section name="RT Reflections: " hint="CheckBox">
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<entry id="0" hint="text">RT Reflections: </entry>
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<entry id="1" hint="tooltip">Enable Ray Traced Reflections. Only if GPU supports raytracing.</entry>
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</section>
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<section name="AO: " hint="ComboBox">
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<entry id="0" hint="text">AO: </entry>
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<entry id="1" hint="tooltip">Choose Ambient Occlusion type. RTAO is only available if hardware supports ray tracing</entry>
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<section name="items">
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<entry id="0">Disabled</entry>
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<entry id="1">SSAO</entry>
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<entry id="2">HBAO</entry>
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<entry id="3">MSAO</entry>
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<entry id="4">RTAO</entry>
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</section>
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</section>
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<section name="Power: " hint="Slider">
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<entry id="0" hint="text">Power: </entry>
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<entry id="1" hint="tooltip">Set SSAO Power. Higher values produce darker, more pronounced effect</entry>
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</section>
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<section name="Visibility Compute Shading: " hint="CheckBox">
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<entry id="0" hint="text">Visibility Compute Shading: </entry>
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<entry id="1" hint="tooltip">Visibility Compute Shading (experimental)
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This will shade the scene in compute shaders instead of pixel shaders
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This has a higher initial performance cost, but it will be faster in high polygon scenes.
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It is not compatible with MSAA and tessellation.</entry>
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</section>
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<section name="Render Path: " hint="ComboBox">
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<entry id="0" hint="text">Render Path: </entry>
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<entry id="1" hint="tooltip">Choose a render path...
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Path tracing will use fallback raytracing with non-raytracing GPU, which will be slow.
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Changing render path will reset some graphics settings!</entry>
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<section name="items">
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<entry id="0">Default</entry>
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<entry id="1">Path Tracing</entry>
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</section>
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</section>
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<section name="Raytrace Bounces: " hint="Slider">
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<entry id="0" hint="text">Raytrace Bounces: </entry>
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<entry id="1" hint="tooltip">How many light bounces to compute when doing these ray tracing effects:
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- Path tracing
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- Lightmap baking</entry>
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</section>
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<section name="DEBUGJitter: " hint="CheckBox">
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<entry id="0" hint="text">DEBUG: </entry>
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<entry id="1" hint="tooltip">Disable blending of frame history. Camera Subpixel jitter will be visible.</entry>
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</section>
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<section name="Threshold: " hint="Slider">
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<entry id="0" hint="text">Threshold: </entry>
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<entry id="1" hint="tooltip">Outline edge detection threshold. Increase if not enough otlines are detected, decrease if too many outlines are detected.</entry>
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</section>
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<section name="FSR 2.1 Preset: " hint="ComboBox">
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<entry id="0" hint="text">FSR 2.1 Preset: </entry>
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<entry id="1" hint="tooltip">Set resolution scaling quality mode for FSR 2.1:
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Quality: 1.5x
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Balanced: 1.7x
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Performance: 2.0x
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Ultra performance: 3.0x</entry>
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<section name="items">
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<entry id="0">Quality</entry>
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<entry id="1">Balanced</entry>
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<entry id="2">Performance</entry>
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<entry id="3">Ultra performance</entry>
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</section>
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</section>
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<section name="DepthOfField: " hint="CheckBox">
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<entry id="0" hint="text">DepthOfField: </entry>
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<entry id="1" hint="tooltip">Enable Depth of field effect. Requires additional camera setup: focal length and aperture size.</entry>
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</section>
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<section name="Dithering: " hint="CheckBox">
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<entry id="0" hint="text">Dithering: </entry>
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<entry id="1" hint="tooltip">Toggle the full screen dithering effect. This helps to reduce color banding.</entry>
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</section>
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<section name="VXGI Ray Step: " hint="Slider">
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<entry id="0" hint="text">VXGI Ray Step: </entry>
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<entry id="1" hint="tooltip">Adjust the precision of ray marching for [reflection] cone tracing step. Lower values = more precision but slower performance.</entry>
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</section>
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<section name="GI Boost: " hint="Slider">
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<entry id="0" hint="text">GI Boost: </entry>
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<entry id="1" hint="tooltip">Adjust the strength of GI.
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Note that values other than 1.0 will cause mismatch with path tracing reference!</entry>
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</section>
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<section name="DEBUG: " hint="CheckBox">
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<entry id="0" hint="text">DEBUG: </entry>
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<entry id="1" hint="tooltip">Toggle visualization of the screen space light culling heatmap grid (Tiled renderer only)</entry>
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</section>
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<section name="Thickness: " hint="Slider">
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<entry id="0" hint="text">Thickness: </entry>
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<entry id="1" hint="tooltip">Set outline thickness.</entry>
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</section>
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<section name="Tessellation: " hint="CheckBox">
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<entry id="0" hint="text">Tessellation: </entry>
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<entry id="1" hint="tooltip">Enable tessellation feature. You also need to specify a tessellation factor for individual objects.</entry>
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</section>
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<section name="VSync: " hint="CheckBox">
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<entry id="0" hint="text">VSync: </entry>
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<entry id="1" hint="tooltip">Toggle vertical sync</entry>
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</section>
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<section name="Surfel GI: " hint="CheckBox">
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<entry id="0" hint="text">Surfel GI: </entry>
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<entry id="1" hint="tooltip">Surfel GI is a raytraced diffuse GI using raytracing and surface cache.</entry>
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</section>
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<section name="FSR 1.0: " hint="CheckBox">
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<entry id="0" hint="text">FSR 1.0: </entry>
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<entry id="1" hint="tooltip">FidelityFX FSR Upscaling version 1.0. Use this alongside Temporal AA or MSAA when the resolution scaling is lowered.</entry>
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</section>
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<section name="FSR 2.1: " hint="CheckBox">
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<entry id="0" hint="text">FSR 2.1: </entry>
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<entry id="1" hint="tooltip">FidelityFX FSR Upscaling, version 2.1. You can use this as a replacement for Temporal AA while also upscaling from lowered rendering resolution.</entry>
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</section>
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<section name="widget_8" hint="ComboBox">
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<entry id="1" hint="tooltip">Toggle VXGI visualization.</entry>
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<section name="items">
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<entry id="0">No debug</entry>
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<entry id="1">Clipmaps</entry>
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<entry id="2">Clipmap 0</entry>
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<entry id="3">Clipmap 1</entry>
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<entry id="4">Clipmap 2</entry>
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<entry id="5">Clipmap 3</entry>
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<entry id="6">Clipmap 4</entry>
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<entry id="7">Clipmap 5</entry>
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</section>
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</section>
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<section name="SSR: " hint="CheckBox">
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<entry id="0" hint="text">SSR: </entry>
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<entry id="1" hint="tooltip">Enable Screen Space Reflections. This can not reflect anything that is outside of the screen.</entry>
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</section>
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<section name="VXGI Voxel Size: " hint="Slider">
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<entry id="0" hint="text">VXGI Voxel Size: </entry>
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<entry id="1" hint="tooltip">Adjust the voxel size for VXGI calculations.</entry>
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</section>
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<section name="Brightness: " hint="Slider">
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<entry id="0" hint="text">Brightness: </entry>
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</section>
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<section name="LensFlare: " hint="CheckBox">
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<entry id="0" hint="text">LensFlare: </entry>
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<entry id="1" hint="tooltip">Toggle visibility of light source flares. Additional setup needed per light for a lensflare to be visible.</entry>
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</section>
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<section name="Speed: " hint="Slider">
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<entry id="0" hint="text">Speed: </entry>
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<entry id="1" hint="tooltip">Adjust the global speed (time multiplier)</entry>
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</section>
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<section name="VXGI: " hint="CheckBox">
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<entry id="0" hint="text">VXGI: </entry>
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<entry id="1" hint="tooltip">Toggle Voxel Global Illumination.</entry>
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</section>
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<section name="Samples: " hint="Slider">
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<entry id="0" hint="text">Samples: </entry>
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<entry id="1" hint="tooltip">Sample count of contact shadows. Higher values are better quality but slower.</entry>
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</section>
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<section name="Sharpen Filter: " hint="CheckBox">
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<entry id="0" hint="text">Sharpen Filter: </entry>
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<entry id="1" hint="tooltip">Toggle sharpening post process of the final image.</entry>
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</section>
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<section name="RT Diffuse: " hint="CheckBox">
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<entry id="0" hint="text">RT Diffuse: </entry>
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<entry id="1" hint="tooltip">Enable Ray Traced Diffuse. Only if GPU supports raytracing.
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This effect computes single bounce diffuse with ray tracing per pixel.
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If DDGI is enabled, it will make it multi bounce.</entry>
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</section>
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<section name="Range: " hint="Slider">
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<entry id="0" hint="text">Range: </entry>
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<entry id="1" hint="tooltip">Range of contact shadows</entry>
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</section>
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<section name="Resolution Scale: " hint="Slider">
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<entry id="0" hint="text">Resolution Scale: </entry>
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<entry id="1" hint="tooltip">Adjust the internal rendering resolution.</entry>
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</section>
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<section name="DDGI Blend Speed: " hint="Slider">
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<entry id="0" hint="text">DDGI Blend Speed: </entry>
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<entry id="1" hint="tooltip">Adjust the contribution of newly traced rays. Higher values will make the DDGI update faster, but can result in increased flickering.</entry>
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</section>
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<section name="Color Grading: " hint="CheckBox">
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<entry id="0" hint="text">Color Grading: </entry>
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<entry id="1" hint="tooltip">Enable color grading of the final render. An additional lookup texture must be set in the Weather!</entry>
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</section>
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<section name="VRS Classification: " hint="CheckBox">
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<entry id="0" hint="text">VRS Classification: </entry>
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<entry id="1" hint="tooltip">Enable classification of variable rate shading on the screen. Less important parts will be shaded with lesser resolution.
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Requires Tier2 support for variable shading rate</entry>
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</section>
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<section name="Temporal AA: " hint="CheckBox">
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<entry id="0" hint="text">Temporal AA: </entry>
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<entry id="1" hint="tooltip">Toggle Temporal Anti Aliasing. It is a supersampling techique which is performed across multiple frames.</entry>
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</section>
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<section name="MSAA: " hint="ComboBox">
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<entry id="0" hint="text">MSAA: </entry>
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<entry id="1" hint="tooltip">Multisampling Anti Aliasing quality. </entry>
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<section name="items">
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<entry id="0">Off</entry>
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<entry id="1">2</entry>
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<entry id="2">4</entry>
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<entry id="3">8</entry>
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</section>
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</section>
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<section name="FXAA: " hint="CheckBox">
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<entry id="0" hint="text">FXAA: </entry>
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<entry id="1" hint="tooltip">Fast Approximate Anti Aliasing. A fast antialiasing method, but can be a bit too blurry.</entry>
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</section>
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<section name="LightShafts: " hint="CheckBox">
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<entry id="0" hint="text">LightShafts: </entry>
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<entry id="1" hint="tooltip">Enable light shaft for directional light sources.</entry>
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</section>
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<section name="Chromatic Aberration: " hint="CheckBox">
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<entry id="0" hint="text">Chromatic Aberration: </entry>
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<entry id="1" hint="tooltip">Toggle the full screen chromatic aberration effect. This simulates lens distortion at screen edges.</entry>
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</section>
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<section name="widget_6" hint="TextInputField">
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<entry id="1" hint="tooltip">Probe count in Y dimension.</entry>
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</section>
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<section name="Bloom: " hint="CheckBox">
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<entry id="0" hint="text">Bloom: </entry>
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<entry id="1" hint="tooltip">Enable bloom. The effect adds color bleeding to the brightest parts of the scene.</entry>
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</section>
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<section name="VXGI Full Resolution: " hint="CheckBox">
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<entry id="0" hint="text">VXGI Full Resolution: </entry>
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<entry id="1" hint="tooltip">Toggle resolve mode for VXGI opaque. Full resolution will use the full rendering resolution, otherwise it will be upsampled from lower resolution.</entry>
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</section>
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<section name="Contrast: " hint="Slider">
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<entry id="0" hint="text">Contrast: </entry>
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</section>
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<section name="Saturation: " hint="Slider">
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<entry id="0" hint="text">Saturation: </entry>
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</section>
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<section name="Texture Quality: " hint="ComboBox">
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<entry id="0" hint="text">Texture Quality: </entry>
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<entry id="1" hint="tooltip">Choose a texture sampling method for material textures.</entry>
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<section name="items">
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<entry id="0">Nearest</entry>
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<entry id="1">Bilinear</entry>
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<entry id="2">Trilinear</entry>
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|
<entry id="3">Anisotropic</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Screen Shadows: " hint="CheckBox">
|
|
<entry id="0" hint="text">Screen Shadows: </entry>
|
|
<entry id="1" hint="tooltip">Enable screen space contact shadows. This can add small shadows details to shadow maps in screen space.</entry>
|
|
</section>
|
|
<section name="widget_7" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Probe count in Z dimension.</entry>
|
|
</section>
|
|
<section name="Tonemap Exposure: " hint="Slider">
|
|
<entry id="0" hint="text">Tonemap Exposure: </entry>
|
|
<entry id="1" hint="tooltip">Set the tonemap exposure value</entry>
|
|
</section>
|
|
<section name="Sharpness: " hint="Slider">
|
|
<entry id="0" hint="text">Sharpness: </entry>
|
|
<entry id="1" hint="tooltip">The sharpening amount to apply for FSR 2.1 upscaling.</entry>
|
|
</section>
|
|
<section name="Occlusion Culling: " hint="CheckBox">
|
|
<entry id="0" hint="text">Occlusion Culling: </entry>
|
|
<entry id="1" hint="tooltip">Toggle occlusion culling. This can boost framerate if many objects are occluded in the scene.</entry>
|
|
</section>
|
|
<section name="MipLOD Bias: " hint="Slider">
|
|
<entry id="0" hint="text">MipLOD Bias: </entry>
|
|
<entry id="1" hint="tooltip">Bias the rendered mip map level of the material textures.</entry>
|
|
</section>
|
|
<section name="MotionBlur: " hint="CheckBox">
|
|
<entry id="0" hint="text">MotionBlur: </entry>
|
|
<entry id="1" hint="tooltip">Enable motion blur for camera movement and animated meshes.</entry>
|
|
</section>
|
|
<section name="DDGI: " hint="CheckBox">
|
|
<entry id="0" hint="text">DDGI: </entry>
|
|
<entry id="1" hint="tooltip">Toggle Dynamic Diffuse Global Illumination (DDGI).
|
|
Note that DDGI probes that were loaded with the scene will still be active if this is turned off, but they won't be updated.</entry>
|
|
</section>
|
|
</section>
|
|
<section name="General" hint="Window">
|
|
<entry id="0" hint="text">Általános</entry>
|
|
<section name="AABB visualizer: " hint="CheckBox">
|
|
<entry id="0" hint="text">AABB visualizer: </entry>
|
|
<entry id="1" hint="tooltip">Visualize the scene bounding boxes</entry>
|
|
</section>
|
|
<section name=" Create Localization Template" hint="Button">
|
|
<entry id="0" hint="text"> Lokalizációs Minta Készítése</entry>
|
|
<entry id="1" hint="tooltip">Készíts egy lokalizációs fájlt amivel más nyelvre lehet fordítani a programot, a jelenleg kiválasztott nyelv alapján.</entry>
|
|
</section>
|
|
<section name="Name visualizer: " hint="CheckBox">
|
|
<entry id="0" hint="text">Név vizualizáció: </entry>
|
|
<entry id="1" hint="tooltip">Visualize the entity names in the scene</entry>
|
|
</section>
|
|
<section name="Bone Picker Opacity: " hint="Slider">
|
|
<entry id="0" hint="text">Csont átlátszóság: </entry>
|
|
<entry id="1" hint="tooltip">You can control the transparency of the bone selector tool</entry>
|
|
</section>
|
|
<section name="Env probe visualizer: " hint="CheckBox">
|
|
<entry id="0" hint="text">Környezeti szonda vizualizáció: </entry>
|
|
<entry id="1" hint="tooltip">Toggle visualization of environment probes as reflective spheres</entry>
|
|
</section>
|
|
<section name="Theme: " hint="ComboBox">
|
|
<entry id="0" hint="text">Téma: </entry>
|
|
<entry id="1" hint="tooltip">Choose a color theme...</entry>
|
|
<section name="items">
|
|
<entry id="0">Sötét </entry>
|
|
<entry id="1">Világos </entry>
|
|
<entry id="2">Kellemes </entry>
|
|
<entry id="3">Hacklés </entry>
|
|
<entry id="4">Nord </entry>
|
|
</section>
|
|
</section>
|
|
<section name="Info: " hint="CheckBox">
|
|
<entry id="0" hint="text">Infó: </entry>
|
|
<entry id="1" hint="tooltip">Toggle advanced data in the info display text in top left corner.</entry>
|
|
</section>
|
|
<section name="Force Field visualizer: " hint="CheckBox">
|
|
<entry id="0" hint="text">Erőtér vizualizáció: </entry>
|
|
<entry id="1" hint="tooltip">Visualize force fields</entry>
|
|
</section>
|
|
<section name="Language: " hint="ComboBox">
|
|
<entry id="0" hint="text">Nyelv: </entry>
|
|
<entry id="1" hint="tooltip">Nyelv választás.
|
|
Új nyelv hozzáadásához készíts egy XML fájlt a languages mappába.
|
|
Alább van egy gomb amivel nyelvi mintát készíthetsz.</entry>
|
|
</section>
|
|
<section name="Freeze culling camera: " hint="CheckBox">
|
|
<entry id="0" hint="text">Freeze culling camera: </entry>
|
|
<entry id="1" hint="tooltip">Freeze culling camera update. Scene culling will not be updated with the view</entry>
|
|
</section>
|
|
<section name="Render Wireframe: " hint="CheckBox">
|
|
<entry id="0" hint="text">Vonal rajzolás: </entry>
|
|
<entry id="1" hint="tooltip">Visualize the scene as a wireframe</entry>
|
|
</section>
|
|
<section name="FPS: " hint="CheckBox">
|
|
<entry id="0" hint="text">FPS: </entry>
|
|
<entry id="1" hint="tooltip">Toggle the FPS display text in top left corner.</entry>
|
|
</section>
|
|
<section name="Disable albedo maps: " hint="CheckBox">
|
|
<entry id="0" hint="text">Disable albedo maps: </entry>
|
|
<entry id="1" hint="tooltip">Disables albedo maps on objects for easier lighting debugging</entry>
|
|
</section>
|
|
<section name="Save Mode: " hint="ComboBox">
|
|
<entry id="0" hint="text">Mentési mód: </entry>
|
|
<entry id="1" hint="tooltip">Choose whether to embed resources (textures, sounds...) in the scene file when saving, or keep them as separate files.
|
|
The Dump to header () option will use embedding and create a C++ header file with byte data of the scene to be used with wi::Archive serialization.</entry>
|
|
<section name="items">
|
|
<entry id="0">Embed resources </entry>
|
|
<entry id="1">No embedding </entry>
|
|
<entry id="2">Dump to header </entry>
|
|
</section>
|
|
</section>
|
|
<section name="Force diffuse lighting: " hint="CheckBox">
|
|
<entry id="0" hint="text">Force diffuse lighting: </entry>
|
|
<entry id="1" hint="tooltip">Sets every surface fully diffuse, with zero specularity</entry>
|
|
</section>
|
|
<section name="Grid helper: " hint="CheckBox">
|
|
<entry id="0" hint="text">Grid helper: </entry>
|
|
<entry id="1" hint="tooltip">Toggle showing of unit visualizer grid in the world origin</entry>
|
|
</section>
|
|
<section name="Collider visualizer: " hint="CheckBox">
|
|
<entry id="0" hint="text">Ütköző vizualizáció: </entry>
|
|
<entry id="1" hint="tooltip">Toggle visualization of colliders in the scene</entry>
|
|
</section>
|
|
<section name="Transform Tool Opacity: " hint="Slider">
|
|
<entry id="0" hint="text">Mozgató átlátszóság: </entry>
|
|
<entry id="1" hint="tooltip">You can control the transparency of the object placement tool</entry>
|
|
</section>
|
|
<section name="Version: " hint="CheckBox">
|
|
<entry id="0" hint="text">Verzió: </entry>
|
|
<entry id="1" hint="tooltip">Toggle the engine version display text in top left corner.</entry>
|
|
</section>
|
|
<section name="Physics visualizer: " hint="CheckBox">
|
|
<entry id="0" hint="text">Fizika vizualizáció: </entry>
|
|
<entry id="1" hint="tooltip">Visualize the physics world</entry>
|
|
</section>
|
|
<section name="Bone line visualizer: " hint="CheckBox">
|
|
<entry id="0" hint="text">Csont vizualizáció: </entry>
|
|
<entry id="1" hint="tooltip">Visualize bones of armatures</entry>
|
|
</section>
|
|
<section name="Emitter visualizer: " hint="CheckBox">
|
|
<entry id="0" hint="text">Emitter vizualizáció: </entry>
|
|
<entry id="1" hint="tooltip">Visualize emitters</entry>
|
|
</section>
|
|
<section name="Physics: " hint="CheckBox">
|
|
<entry id="0" hint="text">Fizika: </entry>
|
|
<entry id="1" hint="tooltip">Toggle Physics Simulation On/Off</entry>
|
|
</section>
|
|
<section name="Camera visualizer: " hint="CheckBox">
|
|
<entry id="0" hint="text">Kamera vizualizáció: </entry>
|
|
<entry id="1" hint="tooltip">Toggle visualization of camera proxies in the scene</entry>
|
|
</section>
|
|
<section name="RT BVH visualizer: " hint="CheckBox">
|
|
<entry id="0" hint="text">RT BVH vizualizáció: </entry>
|
|
<entry id="1" hint="tooltip">Visualize scene BVH if raytracing is enabled (only for software raytracing currently)</entry>
|
|
</section>
|
|
</section>
|
|
<section name="widget_2" hint="CheckBox">
|
|
<entry id="1" hint="tooltip">Toggle case-sensitive name filtering</entry>
|
|
</section>
|
|
<section name="New: " hint="ComboBox">
|
|
<entry id="0" hint="text">Új: </entry>
|
|
<entry id="1" hint="tooltip">Create new entity</entry>
|
|
<section name="items">
|
|
<entry id="0">Transzformáció </entry>
|
|
<entry id="1">Anyag </entry>
|
|
<entry id="2">Pontfény </entry>
|
|
<entry id="3">Spotfény </entry>
|
|
<entry id="4">Irányfény </entry>
|
|
<entry id="5">Környezeti szonda </entry>
|
|
<entry id="6">Erőtér </entry>
|
|
<entry id="7">Matrica </entry>
|
|
<entry id="8">Hang </entry>
|
|
<entry id="9">Videó </entry>
|
|
<entry id="10">Időjárás </entry>
|
|
<entry id="11">Részecske </entry>
|
|
<entry id="12">Haj Részecske </entry>
|
|
<entry id="13">Kamera </entry>
|
|
<entry id="14">Kocka </entry>
|
|
<entry id="15">Sík </entry>
|
|
<entry id="16">Gömb </entry>
|
|
<entry id="17">Animáció </entry>
|
|
<entry id="18">Szkript </entry>
|
|
<entry id="19">Ütköző </entry>
|
|
<entry id="20">Terep </entry>
|
|
<entry id="21">Kép </entry>
|
|
<entry id="22">Szöveg </entry>
|
|
<entry id="23">Voxel Rács </entry>
|
|
</section>
|
|
</section>
|
|
<section name="Materials" hint="Window">
|
|
<entry id="0" hint="text">Anyagok</entry>
|
|
<section name="Zoom: " hint="Slider">
|
|
<entry id="0" hint="text">Zoom: </entry>
|
|
</section>
|
|
</section>
|
|
<section name="Paint Tool" hint="Window">
|
|
<entry id="0" hint="text">Festő Ecset</entry>
|
|
<section name="Smoothness: " hint="Slider">
|
|
<entry id="0" hint="text">Smoothness: </entry>
|
|
<entry id="1" hint="tooltip">Set the brush smoothness. 0 = hard, increase for more smoothness</entry>
|
|
</section>
|
|
<section name="Spacing: " hint="Slider">
|
|
<entry id="0" hint="text">Spacing: </entry>
|
|
<entry id="1" hint="tooltip">Brush spacing means how much brush movement (in pixels) starts a new stroke. 0 = new stroke every frame, 100 = every 100 pixel movement since last stroke will start a new stroke.</entry>
|
|
</section>
|
|
<section name="Backfaces: " hint="CheckBox">
|
|
<entry id="0" hint="text">Backfaces: </entry>
|
|
<entry id="1" hint="tooltip">Set whether to paint on backfaces of geometry or not</entry>
|
|
</section>
|
|
<section name="Paint Tool is disabled." hint="Label">
|
|
<entry id="0" hint="text">Paint Tool is disabled.</entry>
|
|
</section>
|
|
<section name="Save Texture" hint="Button">
|
|
<entry id="0" hint="text">Save Texture</entry>
|
|
<entry id="1" hint="tooltip">Save edited texture.</entry>
|
|
</section>
|
|
<section name="Power: " hint="Slider">
|
|
<entry id="0" hint="text">Power: </entry>
|
|
<entry id="1" hint="tooltip">Set the brush power amount. 0 = minimum affection, 1 = maximum affection</entry>
|
|
</section>
|
|
<section name="Brush Shape: " hint="ComboBox">
|
|
<entry id="0" hint="text">Brush Shape: </entry>
|
|
<entry id="1" hint="tooltip">Choose shape for brush masking effect</entry>
|
|
<section name="items">
|
|
<entry id="0"></entry>
|
|
<entry id="1"></entry>
|
|
</section>
|
|
</section>
|
|
<section name="Brush Radius: " hint="Slider">
|
|
<entry id="0" hint="text">Brush Radius: </entry>
|
|
<entry id="1" hint="tooltip">Set the brush radius in pixel units</entry>
|
|
</section>
|
|
<section name="Stabilizer: " hint="Slider">
|
|
<entry id="0" hint="text">Stabilizer: </entry>
|
|
<entry id="1" hint="tooltip">The stabilizer generates a small delay between user input and painting, which will be used to compute a smoother paint stroke..</entry>
|
|
</section>
|
|
<section name="Color" hint="ColorPicker">
|
|
<entry id="0" hint="text">Color</entry>
|
|
<section name="B" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for BLUE channel (0-255)</entry>
|
|
</section>
|
|
<section name="S" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for SATURATION channel (0-100)</entry>
|
|
</section>
|
|
<section name="R" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for RED channel (0-255)</entry>
|
|
</section>
|
|
<section name="G" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for GREEN channel (0-255)</entry>
|
|
</section>
|
|
<section name="widget_9" hint="Slider">
|
|
<entry id="1" hint="tooltip">Value for ALPHA - TRANSPARENCY channel (0-255)</entry>
|
|
</section>
|
|
<section name="V" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for LUMINANCE channel (0-100)</entry>
|
|
</section>
|
|
<section name="H" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for HUE channel (0-360)</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Axis Lock: " hint="ComboBox">
|
|
<entry id="0" hint="text">Axis Lock: </entry>
|
|
<entry id="1" hint="tooltip">You can lock modification to an axis here.</entry>
|
|
<section name="items">
|
|
<entry id="0"></entry>
|
|
<entry id="1">X </entry>
|
|
<entry id="2">Y </entry>
|
|
<entry id="3">Z </entry>
|
|
</section>
|
|
</section>
|
|
<section name="Pressure: " hint="CheckBox">
|
|
<entry id="0" hint="text">Pressure: </entry>
|
|
<entry id="1" hint="tooltip">Set whether to use pressure sensitivity (for example pen tablet)</entry>
|
|
</section>
|
|
<section name="Mode: " hint="ComboBox">
|
|
<entry id="0" hint="text">Mode: </entry>
|
|
<entry id="1" hint="tooltip">Choose paint tool mode</entry>
|
|
<section name="items">
|
|
<entry id="0"> Disabled</entry>
|
|
<entry id="1"> Texture</entry>
|
|
<entry id="2"> Vertexcolor</entry>
|
|
<entry id="3"> Sculpting - Add</entry>
|
|
<entry id="4"> Sculpting - Subtract</entry>
|
|
<entry id="5"> Softbody - Pinning</entry>
|
|
<entry id="6"> Softbody - Physics</entry>
|
|
<entry id="7"> Hairparticle - Add Triangle</entry>
|
|
<entry id="8"> Hairparticle - Remove Triangle</entry>
|
|
<entry id="9"> Hairparticle - Length (Alpha)</entry>
|
|
<entry id="10"> Wind weight (Alpha)</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Wireframe: " hint="CheckBox">
|
|
<entry id="0" hint="text">Wireframe: </entry>
|
|
<entry id="1" hint="tooltip">Set whether to draw wireframe on top of geometry or not</entry>
|
|
</section>
|
|
<section name="Rotation: " hint="Slider">
|
|
<entry id="0" hint="text">Rotation: </entry>
|
|
<entry id="1" hint="tooltip">Brush rotation randomness. This will affect the splat mode brush texture.</entry>
|
|
</section>
|
|
<section name="widget_11" hint="Button">
|
|
<entry id="1" hint="tooltip">Open an image to use as reveal mode texture.
|
|
Reveal mode means that the texture will use the UV of the mesh. It will be multiplied by brush tex.</entry>
|
|
</section>
|
|
<section name="Texture Slot: " hint="ComboBox">
|
|
<entry id="0" hint="text">Texture Slot: </entry>
|
|
<entry id="1" hint="tooltip">Choose texture slot of the selected material to paint (texture paint mode only)</entry>
|
|
<section name="items">
|
|
<entry id="0">BaseColor (RGBA)</entry>
|
|
<entry id="1">Normal (RGB)</entry>
|
|
<entry id="2">SurfaceMap (RGBA)</entry>
|
|
<entry id="3">DisplacementMap (R)</entry>
|
|
<entry id="4">EmissiveMap (RGBA)</entry>
|
|
<entry id="5">OcclusionMap (R)</entry>
|
|
<entry id="6">TransmissionMap (R)</entry>
|
|
<entry id="7">SheenColorMap (R)</entry>
|
|
<entry id="8">SheenRoughMap (R)</entry>
|
|
<entry id="9">ClearcoatMap (R)</entry>
|
|
<entry id="10">ClearcoatRoughMap (R)</entry>
|
|
<entry id="11">ClearcoatNormMap (R)</entry>
|
|
</section>
|
|
</section>
|
|
<section name="widget_10" hint="Button">
|
|
<entry id="1" hint="tooltip">Open an image to use as brush texture (splatting mode).
|
|
Splat mode means that the texture will be relative to the brush position</entry>
|
|
</section>
|
|
</section>
|
|
<section name="widget_0" hint="ComboBox">
|
|
<entry id="1" hint="tooltip">Entitások szűrése típus alapján</entry>
|
|
<section name="items">
|
|
<entry id="0">*</entry>
|
|
<entry id="1"></entry>
|
|
<entry id="2"></entry>
|
|
<entry id="3"></entry>
|
|
<entry id="4"></entry>
|
|
<entry id="5"></entry>
|
|
<entry id="6"></entry>
|
|
<entry id="7"></entry>
|
|
<entry id="8"></entry>
|
|
<entry id="9"></entry>
|
|
<entry id="10"></entry>
|
|
<entry id="11"></entry>
|
|
<entry id="12"></entry>
|
|
<entry id="13"></entry>
|
|
<entry id="14"></entry>
|
|
<entry id="15"></entry>
|
|
<entry id="16"></entry>
|
|
<entry id="17"></entry>
|
|
<entry id="18"></entry>
|
|
<entry id="19"></entry>
|
|
<entry id="20"></entry>
|
|
<entry id="21"></entry>
|
|
<entry id="22"></entry>
|
|
</section>
|
|
</section>
|
|
<section name="Entities" hint="TreeList">
|
|
<entry id="0" hint="text">Entitások</entry>
|
|
</section>
|
|
<section name="widget_1" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Entitások szűrése név alapján</entry>
|
|
</section>
|
|
<section name="Camera" hint="Window">
|
|
<entry id="0" hint="text">Kamera</entry>
|
|
<section name="Movement Speed: " hint="Slider">
|
|
<entry id="0" hint="text">Movement Speed: </entry>
|
|
</section>
|
|
<section name="Far Plane: " hint="Slider">
|
|
<entry id="0" hint="text">Far Plane: </entry>
|
|
<entry id="1" hint="tooltip">Controls the camera's far clip plane, geometry farther than this will be clipped.</entry>
|
|
</section>
|
|
<section name="Aperture Shape Y: " hint="Slider">
|
|
<entry id="0" hint="text">Aperture Shape Y: </entry>
|
|
<entry id="1" hint="tooltip">Controls the depth of field effect's bokeh shape</entry>
|
|
</section>
|
|
<section name="Aperture Size: " hint="Slider">
|
|
<entry id="0" hint="text">Aperture Size: </entry>
|
|
<entry id="1" hint="tooltip">Controls the depth of field effect's strength</entry>
|
|
</section>
|
|
<section name="Aperture Shape X: " hint="Slider">
|
|
<entry id="0" hint="text">Aperture Shape X: </entry>
|
|
<entry id="1" hint="tooltip">Controls the depth of field effect's bokeh shape</entry>
|
|
</section>
|
|
<section name="Follow Proxy Delay: " hint="Slider">
|
|
<entry id="0" hint="text">Follow Proxy Delay: </entry>
|
|
</section>
|
|
<section name="Focal Length: " hint="Slider">
|
|
<entry id="0" hint="text">Focal Length: </entry>
|
|
<entry id="1" hint="tooltip">Controls the depth of field effect's focus distance</entry>
|
|
</section>
|
|
<section name="Place Proxy" hint="Button">
|
|
<entry id="0" hint="text">Place Proxy</entry>
|
|
<entry id="1" hint="tooltip">Copy the current camera and place a proxy of it in the world.</entry>
|
|
</section>
|
|
<section name="FOV: " hint="Slider">
|
|
<entry id="0" hint="text">FOV: </entry>
|
|
<entry id="1" hint="tooltip">Controls the camera's top-down field of view (in degrees)</entry>
|
|
</section>
|
|
<section name="Near Plane: " hint="Slider">
|
|
<entry id="0" hint="text">Near Plane: </entry>
|
|
<entry id="1" hint="tooltip">Controls the camera's near clip plane, geometry closer than this will be clipped.</entry>
|
|
</section>
|
|
<section name="Follow Proxy: " hint="CheckBox">
|
|
<entry id="0" hint="text">Follow Proxy: </entry>
|
|
</section>
|
|
<section name="Reset Camera" hint="Button">
|
|
<entry id="0" hint="text">Reset Camera</entry>
|
|
</section>
|
|
<section name="Acceleration: " hint="Slider">
|
|
<entry id="0" hint="text">Acceleration: </entry>
|
|
</section>
|
|
<section name="Rotation Speed: " hint="Slider">
|
|
<entry id="0" hint="text">Rotation Speed: </entry>
|
|
</section>
|
|
<section name="FPS Camera: " hint="CheckBox">
|
|
<entry id="0" hint="text">FPS Camera: </entry>
|
|
</section>
|
|
</section>
|
|
<section name="Cinema" hint="Button">
|
|
<entry id="1" hint="tooltip">Mozi mód bekapcsolása (minden HUD kikapcsolva). Nyomd meg az ESC gombot a kilépéshez.</entry>
|
|
</section>
|
|
<section name="About" hint="Button">
|
|
<entry id="1" hint="tooltip">Információk megjelenítése...</entry>
|
|
</section>
|
|
<section name="" hint="Button">
|
|
<entry id="1" hint="tooltip">Mozgatás (Ctrl + T)
|
|
Hotkey: 1</entry>
|
|
</section>
|
|
<section name="Save" hint="Button">
|
|
<entry id="1" hint="tooltip">A jelenet mentése egy új fájlba (Ctrl + Shift + S)
|
|
Alapból a jelenet .wiscene formátumba lesz mentve, de megadhatsz .gltf vagy .glb formátumot GLTF exportáláshoz.
|
|
A Ctrl + S kombinációt is használhatod gyorsmentéshez, tallózás nélkül.</entry>
|
|
</section>
|
|
<section name="Components " hint="Window">
|
|
<entry id="0" hint="text">Komponensek </entry>
|
|
<section name=" Weather" hint="Window">
|
|
<entry id="0" hint="text"> Időjárás</entry>
|
|
<section name="widget_39" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control the inward amount for large clouds (type 1.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)</entry>
|
|
</section>
|
|
<section name="Load Color Grading LUT" hint="Button">
|
|
<entry id="0" hint="text">Load Color Grading LUT</entry>
|
|
<entry id="1" hint="tooltip">Load a color grading lookup texture. It must be a 256x16 RGBA image!
|
|
You should use a lossless format for this such as PNG</entry>
|
|
</section>
|
|
<section name="WeatherPreset - Default" hint="Button">
|
|
<entry id="0" hint="text">WeatherPreset - Default</entry>
|
|
<entry id="1" hint="tooltip">Apply this weather preset to the world.</entry>
|
|
</section>
|
|
<section name="Type amount 1: " hint="Slider">
|
|
<entry id="0" hint="text">Type amount 1: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the type amount from the weather map</entry>
|
|
</section>
|
|
<section name="Wind Wave Size: " hint="Slider">
|
|
<entry id="0" hint="text">Wind Wave Size: </entry>
|
|
</section>
|
|
<section name="widget_30" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control the inward amount for small clouds (type 0.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)</entry>
|
|
</section>
|
|
<section name="Tolerance: " hint="Slider">
|
|
<entry id="0" hint="text">Tolerance: </entry>
|
|
<entry id="1" hint="tooltip">Big waves can introduce glitches on screen borders, this can fix that but surface detail will decrease.</entry>
|
|
</section>
|
|
<section name="Ocean simulation: " hint="CheckBox">
|
|
<entry id="0" hint="text">Ocean simulation: </entry>
|
|
</section>
|
|
<section name="Sky Receive Shadow: " hint="CheckBox">
|
|
<entry id="0" hint="text">Sky Receive Shadow: </entry>
|
|
<entry id="1" hint="tooltip">Realistic sky to recieve shadow from objects with shadow maps.</entry>
|
|
</section>
|
|
<section name="widget_20" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control with a gradient where medium clouds should appear, based on type 0.5</entry>
|
|
</section>
|
|
<section name="Load Volumetric Clouds Weather Map 1" hint="Button">
|
|
<entry id="0" hint="text">Load Volumetric Clouds Weather Map 1</entry>
|
|
<entry id="1" hint="tooltip">Load a weather map for volumetric clouds. Red channel is coverage, green is type and blue is water density (rain).</entry>
|
|
</section>
|
|
<section name="widget_37" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control the inward amount for large clouds (type 1.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)</entry>
|
|
</section>
|
|
<section name="Wind Direction: " hint="Slider">
|
|
<entry id="0" hint="text">Wind Direction: </entry>
|
|
</section>
|
|
<section name="Wind speed 1: " hint="Slider">
|
|
<entry id="0" hint="text">Wind speed 1: </entry>
|
|
<entry id="1" hint="tooltip">Wind speed of the noise</entry>
|
|
</section>
|
|
<section name="Type minimum 1: " hint="Slider">
|
|
<entry id="0" hint="text">Type minimum 1: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the minimum type from the weather map</entry>
|
|
</section>
|
|
<section name="widget_38" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control the inward amount for large clouds (type 1.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)</entry>
|
|
</section>
|
|
<section name="Realistic sky: " hint="CheckBox">
|
|
<entry id="0" hint="text">Realistic sky: </entry>
|
|
<entry id="1" hint="tooltip">Physically based sky rendering model.
|
|
Note that realistic sky requires a sun (directional light) to be visible.</entry>
|
|
</section>
|
|
<section name="WeatherPreset - Night" hint="Button">
|
|
<entry id="0" hint="text">WeatherPreset - Night</entry>
|
|
<entry id="1" hint="tooltip">Apply this weather preset to the world.</entry>
|
|
</section>
|
|
<section name="Sky Texture Rotation: " hint="Slider">
|
|
<entry id="0" hint="text">Sky Texture Rotation: </entry>
|
|
<entry id="1" hint="tooltip">Rotate the sky texture horizontally. (If using a sky texture)</entry>
|
|
</section>
|
|
<section name="widget_28" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control the inward amount for small clouds (type 0.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)</entry>
|
|
</section>
|
|
<section name="Cast Shadow: " hint="CheckBox">
|
|
<entry id="0" hint="text">Cast Shadow: </entry>
|
|
<entry id="1" hint="tooltip">Compute shadows for volumetric clouds that will be used for geometry and lighting.</entry>
|
|
</section>
|
|
<section name="widget_21" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control with a gradient where medium clouds should appear, based on type 0.5</entry>
|
|
</section>
|
|
<section name="widget_36" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control the inward amount for large clouds (type 1.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)</entry>
|
|
</section>
|
|
<section name="WeatherPreset - Sunset" hint="Button">
|
|
<entry id="0" hint="text">WeatherPreset - Sunset</entry>
|
|
<entry id="1" hint="tooltip">Apply this weather preset to the world.</entry>
|
|
</section>
|
|
<section name="Curl height 1: " hint="Slider">
|
|
<entry id="0" hint="text">Curl height 1: </entry>
|
|
<entry id="1" hint="tooltip">Higher values pulls the curl more towards bottom</entry>
|
|
</section>
|
|
<section name="Detail modifier 1: " hint="Slider">
|
|
<entry id="0" hint="text">Detail modifier 1: </entry>
|
|
</section>
|
|
<section name="Coverage minimum 1: " hint="Slider">
|
|
<entry id="0" hint="text">Coverage minimum 1: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the minimum amount from the weather map</entry>
|
|
</section>
|
|
<section name="widget_29" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control the inward amount for small clouds (type 0.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)</entry>
|
|
</section>
|
|
<section name="WeatherPreset - Cloudy" hint="Button">
|
|
<entry id="0" hint="text">WeatherPreset - Cloudy</entry>
|
|
<entry id="1" hint="tooltip">Apply this weather preset to the world.</entry>
|
|
</section>
|
|
<section name="Aerial Perspective: " hint="CheckBox">
|
|
<entry id="0" hint="text">Aerial Perspective: </entry>
|
|
<entry id="1" hint="tooltip">Additional calculations for realistic sky to enable atmospheric effects for objects and other drawn effects.</entry>
|
|
</section>
|
|
<section name="Weather scale 1: " hint="Slider">
|
|
<entry id="0" hint="text">Weather scale 1: </entry>
|
|
<entry id="1" hint="tooltip">Scales the weather map that controls coverage, type and rain</entry>
|
|
</section>
|
|
<section name="Wave amplitude: " hint="Slider">
|
|
<entry id="0" hint="text">Wave amplitude: </entry>
|
|
<entry id="1" hint="tooltip">Adjust wave size</entry>
|
|
</section>
|
|
<section name="widget_22" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control with a gradient where medium clouds should appear, based on type 0.5</entry>
|
|
</section>
|
|
<section name="widget_35" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control the inward amount for medium clouds (type 0.5). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)</entry>
|
|
</section>
|
|
<section name="Cloud start height: " hint="Slider">
|
|
<entry id="0" hint="text">Cloud start height: </entry>
|
|
<entry id="1" hint="tooltip">This tells how many meters above the surface the cloud system should appear</entry>
|
|
</section>
|
|
<section name="Volumetric Clouds: " hint="CheckBox">
|
|
<entry id="0" hint="text">Volumetric Clouds: </entry>
|
|
<entry id="1" hint="tooltip">Enable volumetric cloud rendering, which is separate from the simple cloud parameters.</entry>
|
|
</section>
|
|
<section name="Wind dependency: " hint="Slider">
|
|
<entry id="0" hint="text">Wind dependency: </entry>
|
|
<entry id="1" hint="tooltip">Adjust wind contribution</entry>
|
|
</section>
|
|
<section name="Override fog color: " hint="CheckBox">
|
|
<entry id="0" hint="text">Override fog color: </entry>
|
|
<entry id="1" hint="tooltip">If enabled, the fog color will be always taken from Horizon Color, even if the sky is realistic</entry>
|
|
</section>
|
|
<section name="Stars: " hint="Slider">
|
|
<entry id="0" hint="text">Stars: </entry>
|
|
<entry id="1" hint="tooltip">Amount of stars in the night sky (0 to disable).
|
|
It will only work with the realistic sky enabled.
|
|
They will be more visible at night time.</entry>
|
|
</section>
|
|
<section name="Skew noise 1: " hint="Slider">
|
|
<entry id="0" hint="text">Skew noise 1: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the skew on noise alone</entry>
|
|
</section>
|
|
<section name="Coverage wind angle 1: " hint="Slider">
|
|
<entry id="0" hint="text">Coverage wind angle 1: </entry>
|
|
<entry id="1" hint="tooltip">Wind angle in radians</entry>
|
|
</section>
|
|
<section name="Cloud Receive Shadow: " hint="CheckBox">
|
|
<entry id="0" hint="text">Cloud Receive Shadow: </entry>
|
|
<entry id="1" hint="tooltip">Clouds to recieve shadow from objects with shadow maps.</entry>
|
|
</section>
|
|
<section name="Height fog: " hint="CheckBox">
|
|
<entry id="0" hint="text">Height fog: </entry>
|
|
</section>
|
|
<section name="widget_23" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control with a gradient where medium clouds should appear, based on type 0.5</entry>
|
|
</section>
|
|
<section name="widget_34" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control the inward amount for medium clouds (type 0.5). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)</entry>
|
|
</section>
|
|
<section name="Surface Detail: " hint="Slider">
|
|
<entry id="0" hint="text">Surface Detail: </entry>
|
|
<entry id="1" hint="tooltip">Adjust surface tessellation resolution. High values can decrease performance.</entry>
|
|
</section>
|
|
<section name="Coverage wind speed 1: " hint="Slider">
|
|
<entry id="0" hint="text">Coverage wind speed 1: </entry>
|
|
</section>
|
|
<section name="Reset Ocean" hint="Button">
|
|
<entry id="0" hint="text">Reset Ocean</entry>
|
|
<entry id="1" hint="tooltip">Reset ocean to default values.</entry>
|
|
</section>
|
|
<section name="Color picker mode: " hint="ComboBox">
|
|
<entry id="0" hint="text">Color picker mode: </entry>
|
|
<entry id="1" hint="tooltip">Choose the destination data of the color picker.</entry>
|
|
<section name="items">
|
|
<entry id="0">Ambient color</entry>
|
|
<entry id="1">Horizon color</entry>
|
|
<entry id="2">Zenith color</entry>
|
|
<entry id="3">Ocean color</entry>
|
|
<entry id="4">Cloud color 1</entry>
|
|
<entry id="5">Cloud color 2</entry>
|
|
<entry id="6">Cloud extinction 1</entry>
|
|
<entry id="7">Cloud extinction 2</entry>
|
|
</section>
|
|
</section>
|
|
<section name="widget_24" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control with a gradient where large clouds should appear, based on type 1.0</entry>
|
|
</section>
|
|
<section name="widget_17" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control with a gradient where small clouds should appear, based on type 0.0</entry>
|
|
</section>
|
|
<section name="Color" hint="ColorPicker">
|
|
<entry id="0" hint="text">Color</entry>
|
|
<section name="B" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for BLUE channel (0-255)</entry>
|
|
</section>
|
|
<section name="S" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for SATURATION channel (0-100)</entry>
|
|
</section>
|
|
<section name="R" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for RED channel (0-255)</entry>
|
|
</section>
|
|
<section name="widget_15" hint="Slider">
|
|
<entry id="1" hint="tooltip">Value for ALPHA - TRANSPARENCY channel (0-255)</entry>
|
|
</section>
|
|
<section name="G" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for GREEN channel (0-255)</entry>
|
|
</section>
|
|
<section name="V" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for LUMINANCE channel (0-100)</entry>
|
|
</section>
|
|
<section name="H" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for HUE channel (0-360)</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Rain amount 1: " hint="Slider">
|
|
<entry id="0" hint="text">Rain amount 1: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the rain amount from the weather map</entry>
|
|
</section>
|
|
<section name="Load Sky" hint="Button">
|
|
<entry id="0" hint="text">Load Sky</entry>
|
|
<entry id="1" hint="tooltip">Load a skybox texture...
|
|
It can be either a cubemap or spherical projection map</entry>
|
|
</section>
|
|
<section name="Choppiness: " hint="Slider">
|
|
<entry id="0" hint="text">Choppiness: </entry>
|
|
<entry id="1" hint="tooltip">Adjust wave choppiness</entry>
|
|
</section>
|
|
<section name="Water level: " hint="Slider">
|
|
<entry id="0" hint="text">Water level: </entry>
|
|
<entry id="1" hint="tooltip">Adjust water level</entry>
|
|
</section>
|
|
<section name="Coverage minimum 2: " hint="Slider">
|
|
<entry id="0" hint="text">Coverage minimum 2: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the minimum amount from the weather map</entry>
|
|
</section>
|
|
<section name="widget_33" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control the inward amount for medium clouds (type 0.5). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)</entry>
|
|
</section>
|
|
<section name="Rain minimum 1: " hint="Slider">
|
|
<entry id="0" hint="text">Rain minimum 1: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the minimum rain from the weather map</entry>
|
|
</section>
|
|
<section name="KTX2 Convert" hint="Button">
|
|
<entry id="0" hint="text">KTX2 Convert</entry>
|
|
<entry id="1" hint="tooltip">All material textures in the scene will be converted to KTX2 format.
|
|
THIS MIGHT TAKE LONG, SO GET YOURSELF A COFFEE OR TEA!</entry>
|
|
</section>
|
|
<section name="Total noise scale 1: " hint="Slider">
|
|
<entry id="0" hint="text">Total noise scale 1: </entry>
|
|
<entry id="1" hint="tooltip">Total scale adjusts base noise, detail noise and curl noise</entry>
|
|
</section>
|
|
<section name="Wind Randomness: " hint="Slider">
|
|
<entry id="0" hint="text">Wind Randomness: </entry>
|
|
</section>
|
|
<section name="widget_25" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control with a gradient where large clouds should appear, based on type 1.0</entry>
|
|
</section>
|
|
<section name="widget_16" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control with a gradient where small clouds should appear, based on type 0.0</entry>
|
|
</section>
|
|
<section name="Gravity: " hint="Slider">
|
|
<entry id="0" hint="text">Gravity: </entry>
|
|
<entry id="1" hint="tooltip">Set the gravity factor on Y (vertical) axis for physics.</entry>
|
|
</section>
|
|
<section name="Wind angle 1: " hint="Slider">
|
|
<entry id="0" hint="text">Wind angle 1: </entry>
|
|
<entry id="1" hint="tooltip">Wind angle in radians</entry>
|
|
</section>
|
|
<section name="Wind Magnitude: " hint="Slider">
|
|
<entry id="0" hint="text">Wind Magnitude: </entry>
|
|
</section>
|
|
<section name="Fog Height End: " hint="Slider">
|
|
<entry id="0" hint="text">Fog Height End: </entry>
|
|
</section>
|
|
<section name="Wind Speed: " hint="Slider">
|
|
<entry id="0" hint="text">Wind Speed: </entry>
|
|
</section>
|
|
<section name="Time scale: " hint="Slider">
|
|
<entry id="0" hint="text">Time scale: </entry>
|
|
<entry id="1" hint="tooltip">Adjust simulation speed</entry>
|
|
</section>
|
|
<section name="widget_19" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control with a gradient where small clouds should appear, based on type 0.0</entry>
|
|
</section>
|
|
<section name="Detail scale 1: " hint="Slider">
|
|
<entry id="0" hint="text">Detail scale 1: </entry>
|
|
</section>
|
|
<section name="widget_32" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control the inward amount for medium clouds (type 0.5). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)</entry>
|
|
</section>
|
|
<section name="widget_26" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control with a gradient where large clouds should appear, based on type 1.0</entry>
|
|
</section>
|
|
<section name="Wind up amount 1: " hint="Slider">
|
|
<entry id="0" hint="text">Wind up amount 1: </entry>
|
|
<entry id="1" hint="tooltip">How much wind up drag the noise recieves</entry>
|
|
</section>
|
|
<section name="High Quality Sky: " hint="CheckBox">
|
|
<entry id="0" hint="text">High Quality Sky: </entry>
|
|
<entry id="1" hint="tooltip">Skip LUT for more accurate sky and aerial perspective. This also enables shadowmaps to affect sky calculations.
|
|
Note: For volumetric shadows to be visible, increase shadowmap boundary and/or enable cloud shadows.</entry>
|
|
</section>
|
|
<section name="Fog Start: " hint="Slider">
|
|
<entry id="0" hint="text">Fog Start: </entry>
|
|
</section>
|
|
<section name="Fog Density: " hint="Slider">
|
|
<entry id="0" hint="text">Fog Density: </entry>
|
|
</section>
|
|
<section name="Skew coverage 1: " hint="Slider">
|
|
<entry id="0" hint="text">Skew coverage 1: </entry>
|
|
<entry id="1" hint="tooltip">This pulls the entire clouds towards the wind direction along height</entry>
|
|
</section>
|
|
<section name="Sky Exposure: " hint="Slider">
|
|
<entry id="0" hint="text">Sky Exposure: </entry>
|
|
</section>
|
|
<section name="widget_18" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control with a gradient where small clouds should appear, based on type 0.0</entry>
|
|
</section>
|
|
<section name="Coverage amount 1: " hint="Slider">
|
|
<entry id="0" hint="text">Coverage amount 1: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the coverage amount from the weather map</entry>
|
|
</section>
|
|
<section name="WeatherPreset - White Furnace" hint="Button">
|
|
<entry id="0" hint="text">WeatherPreset - White Furnace</entry>
|
|
<entry id="1" hint="tooltip">The white furnace mode sets the environment to fully white, it is useful to test energy conservation of light and materials.
|
|
If you don't see it as fully white, it is because the tone mapping.</entry>
|
|
</section>
|
|
<section name="widget_31" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control the inward amount for small clouds (type 0.0). Specify amount top (X), top offset (Y), amount bot (Z), bot offset (W)</entry>
|
|
</section>
|
|
<section name="Curl scale 1: " hint="Slider">
|
|
<entry id="0" hint="text">Curl scale 1: </entry>
|
|
</section>
|
|
<section name="Curl modifier 1: " hint="Slider">
|
|
<entry id="0" hint="text">Curl modifier 1: </entry>
|
|
</section>
|
|
<section name="Patch size: " hint="Slider">
|
|
<entry id="0" hint="text">Patch size: </entry>
|
|
<entry id="1" hint="tooltip">Adjust water tiling patch size</entry>
|
|
</section>
|
|
<section name="Detail height 1: " hint="Slider">
|
|
<entry id="0" hint="text">Detail height 1: </entry>
|
|
<entry id="1" hint="tooltip">Higher values pulls the detail more towards bottom</entry>
|
|
</section>
|
|
<section name="Fog Height Start: " hint="Slider">
|
|
<entry id="0" hint="text">Fog Height Start: </entry>
|
|
</section>
|
|
<section name="widget_27" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Control with a gradient where large clouds should appear, based on type 1.0</entry>
|
|
</section>
|
|
<section name="Coverage amount 2: " hint="Slider">
|
|
<entry id="0" hint="text">Coverage amount 2: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the coverage amount from the weather map</entry>
|
|
</section>
|
|
<section name="Load Volumetric Clouds Weather Map 2" hint="Button">
|
|
<entry id="0" hint="text">Load Volumetric Clouds Weather Map 2</entry>
|
|
<entry id="1" hint="tooltip">Load a weather map for volumetric clouds. Red channel is coverage, green is type and blue is water density (rain).</entry>
|
|
</section>
|
|
<section name="Set as primary weather" hint="Button">
|
|
<entry id="0" hint="text">Set as primary weather</entry>
|
|
<entry id="1" hint="tooltip">This will be set as the primary weather used in rendering</entry>
|
|
</section>
|
|
<section name="Cloud thickness: " hint="Slider">
|
|
<entry id="0" hint="text">Cloud thickness: </entry>
|
|
<entry id="1" hint="tooltip">Specify the cloud system thickness, so from the start height plus additional thickness on top</entry>
|
|
</section>
|
|
<section name="WeatherPreset - Daytime" hint="Button">
|
|
<entry id="0" hint="text">WeatherPreset - Daytime</entry>
|
|
<entry id="1" hint="tooltip">Apply this weather preset to the world.</entry>
|
|
</section>
|
|
<section name="EliminateCoarseCascades" hint="Button">
|
|
<entry id="0" hint="text">EliminateCoarseCascades</entry>
|
|
<entry id="1" hint="tooltip">Eliminate the coarse cascade mask for every object in the scene.</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Script" hint="Window">
|
|
<entry id="0" hint="text"> Szkript</entry>
|
|
<section name="widget_110" hint="Button">
|
|
<entry id="1" hint="tooltip">Play / Stop script</entry>
|
|
</section>
|
|
<section name="Open File..." hint="Button">
|
|
<entry id="0" hint="text">Open File...</entry>
|
|
</section>
|
|
<section name="Once: " hint="CheckBox">
|
|
<entry id="0" hint="text">Once: </entry>
|
|
<entry id="1" hint="tooltip">Play the script only one time, and stop immediately.
|
|
Useful for having custom update frequency logic in the script.</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Mesh" hint="Window">
|
|
<entry id="0" hint="text"> Geometria</entry>
|
|
<section name="X" hint="Button">
|
|
<entry id="0" hint="text">X</entry>
|
|
<entry id="1" hint="tooltip">Remove currently selected subset. LODs will be lost and need to be regenerated!</entry>
|
|
</section>
|
|
<section name="Merge Selected" hint="Button">
|
|
<entry id="0" hint="text">Merge Selected</entry>
|
|
<entry id="1" hint="tooltip">Merges selected objects/meshes into one.</entry>
|
|
</section>
|
|
<section name="Sloppy LOD: " hint="CheckBox">
|
|
<entry id="0" hint="text">Sloppy LOD: </entry>
|
|
<entry id="1" hint="tooltip">Use the sloppy simplification algorithm, which is faster but doesn't preserve shape well.</entry>
|
|
</section>
|
|
<section name="Weight: " hint="Slider">
|
|
<entry id="0" hint="text">Weight: </entry>
|
|
<entry id="1" hint="tooltip">Set the weight for morph target</entry>
|
|
</section>
|
|
<section name="Material: " hint="ComboBox">
|
|
<entry id="0" hint="text">Material: </entry>
|
|
<entry id="1" hint="tooltip">Set the base material of the selected MeshSubset</entry>
|
|
<section name="items" />
|
|
</section>
|
|
<section name="Select subset: " hint="ComboBox">
|
|
<entry id="0" hint="text">Select subset: </entry>
|
|
<entry id="1" hint="tooltip">Select a subset. A subset can also be selected by picking it in the 3D scene.
|
|
Look at the material window when a subset is selected to edit it.
|
|
If you add a new subset, LODs will be lost and need to be regenerated!</entry>
|
|
<section name="items" />
|
|
</section>
|
|
<section name="Compute Normals [HARD]" hint="Button">
|
|
<entry id="0" hint="text">Compute Normals [HARD]</entry>
|
|
<entry id="1" hint="tooltip">Compute surface normals of the mesh. Resulting normals will be unique per face. This can increase vertex count.</entry>
|
|
</section>
|
|
<section name="Optimize" hint="Button">
|
|
<entry id="0" hint="text">Optimize</entry>
|
|
<entry id="1" hint="tooltip">Run the meshoptimizer library.</entry>
|
|
</section>
|
|
<section name="Double Sided: " hint="CheckBox">
|
|
<entry id="0" hint="text">Double Sided: </entry>
|
|
<entry id="1" hint="tooltip">If enabled, the inside of the mesh will be visible.</entry>
|
|
</section>
|
|
<section name="Impostor Dist: " hint="Slider">
|
|
<entry id="0" hint="text">Impostor Dist: </entry>
|
|
<entry id="1" hint="tooltip">Assign the distance where the mesh geometry should be switched to the impostor image.</entry>
|
|
</section>
|
|
<section name="Tess Factor: " hint="Slider">
|
|
<entry id="0" hint="text">Tess Factor: </entry>
|
|
<entry id="1" hint="tooltip">Set the dynamic tessellation amount. Tessellation should be enabled in the Renderer window and your GPU must support it!</entry>
|
|
</section>
|
|
<section name="Flip Normals" hint="Button">
|
|
<entry id="0" hint="text">Flip Normals</entry>
|
|
<entry id="1" hint="tooltip">Flip surface normals.</entry>
|
|
</section>
|
|
<section name="Flip Culling" hint="Button">
|
|
<entry id="0" hint="text">Flip Culling</entry>
|
|
<entry id="1" hint="tooltip">Flip faces to reverse triangle culling order.</entry>
|
|
</section>
|
|
<section name="Compute Normals [SMOOTH]" hint="Button">
|
|
<entry id="0" hint="text">Compute Normals [SMOOTH]</entry>
|
|
<entry id="1" hint="tooltip">Compute surface normals of the mesh. Resulting normals will be unique per vertex. This can reduce vertex count, but is slow.</entry>
|
|
</section>
|
|
<section name="Double Sided Shadow: " hint="CheckBox">
|
|
<entry id="0" hint="text">Double Sided Shadow: </entry>
|
|
<entry id="1" hint="tooltip">If enabled, the shadow rendering will be forced to use double sided mode.
|
|
This can help fix some shadow artifacts without enabling double sided mode for the main rendering of this mesh.</entry>
|
|
</section>
|
|
<section name="RecenterToBottom" hint="Button">
|
|
<entry id="0" hint="text">RecenterToBottom</entry>
|
|
<entry id="1" hint="tooltip">Recenter mesh to AABB bottom.</entry>
|
|
</section>
|
|
<section name="Recenter" hint="Button">
|
|
<entry id="0" hint="text">Recenter</entry>
|
|
<entry id="1" hint="tooltip">Recenter mesh to AABB center.</entry>
|
|
</section>
|
|
<section name="Morph Target:" hint="ComboBox">
|
|
<entry id="0" hint="text">Morph Target:</entry>
|
|
<entry id="1" hint="tooltip">Choose a morph target to edit weight.</entry>
|
|
<section name="items" />
|
|
</section>
|
|
<section name="LOD Error: " hint="Slider">
|
|
<entry id="0" hint="text">LOD Error: </entry>
|
|
<entry id="1" hint="tooltip">Lower values will make more precise levels of detail.</entry>
|
|
</section>
|
|
<section name="LOD Count: " hint="Slider">
|
|
<entry id="0" hint="text">LOD Count: </entry>
|
|
<entry id="1" hint="tooltip">This is how many levels of detail will be created.</entry>
|
|
</section>
|
|
<section name="LOD Quality: " hint="Slider">
|
|
<entry id="0" hint="text">LOD Quality: </entry>
|
|
<entry id="1" hint="tooltip">Lower values will make LODs more agressively simplified.</entry>
|
|
</section>
|
|
<section name="LOD Gen" hint="Button">
|
|
<entry id="0" hint="text">LOD Gen</entry>
|
|
<entry id="1" hint="tooltip">Generate LODs (levels of detail).</entry>
|
|
</section>
|
|
<section name="Mesh Info" hint="Label">
|
|
<entry id="0" hint="text">Select a mesh...</entry>
|
|
</section>
|
|
<section name="Create Impostor" hint="Button">
|
|
<entry id="0" hint="text">Create Impostor</entry>
|
|
<entry id="1" hint="tooltip">Create an impostor image of the mesh. The mesh will be replaced by this image when far away, to render faster.</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Sound" hint="Window">
|
|
<entry id="0" hint="text"> Hang</entry>
|
|
<section name="2D: " hint="CheckBox">
|
|
<entry id="0" hint="text">2D: </entry>
|
|
<entry id="1" hint="tooltip">Sounds in the scene are 3D spatial by default. Select this to disable 3D effect.</entry>
|
|
</section>
|
|
<section name="Filename" hint="Label">
|
|
<entry id="0" hint="text">Filename</entry>
|
|
</section>
|
|
<section name="Reverb: " hint="ComboBox">
|
|
<entry id="0" hint="text">Reverb: </entry>
|
|
<entry id="1" hint="tooltip">Set the global reverb setting. Sound instances need to enable reverb to take effect!</entry>
|
|
<section name="items">
|
|
<entry id="0">DEFAULT</entry>
|
|
<entry id="1">GENERIC</entry>
|
|
<entry id="2">FOREST</entry>
|
|
<entry id="3">PADDEDCELL</entry>
|
|
<entry id="4">ROOM</entry>
|
|
<entry id="5">BATHROOM</entry>
|
|
<entry id="6">LIVINGROOM</entry>
|
|
<entry id="7">STONEROOM</entry>
|
|
<entry id="8">AUDITORIUM</entry>
|
|
<entry id="9">CONCERTHALL</entry>
|
|
<entry id="10">CAVE</entry>
|
|
<entry id="11">ARENA</entry>
|
|
<entry id="12">HANGAR</entry>
|
|
<entry id="13">CARPETEDHALLWAY</entry>
|
|
<entry id="14">HALLWAY</entry>
|
|
<entry id="15">STONECORRIDOR</entry>
|
|
<entry id="16">ALLEY</entry>
|
|
<entry id="17">CITY</entry>
|
|
<entry id="18">MOUNTAINS</entry>
|
|
<entry id="19">QUARRY</entry>
|
|
<entry id="20">PLAIN</entry>
|
|
<entry id="21">PARKINGLOT</entry>
|
|
<entry id="22">SEWERPIPE</entry>
|
|
<entry id="23">UNDERWATER</entry>
|
|
<entry id="24">SMALLROOM</entry>
|
|
<entry id="25">MEDIUMROOM</entry>
|
|
<entry id="26">LARGEROOM</entry>
|
|
<entry id="27">MEDIUMHALL</entry>
|
|
<entry id="28">LARGEHALL</entry>
|
|
<entry id="29">PLATE</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Looped: " hint="CheckBox">
|
|
<entry id="0" hint="text">Looped: </entry>
|
|
<entry id="1" hint="tooltip">Enable looping for the selected sound instance.</entry>
|
|
</section>
|
|
<section name="Volume: " hint="Slider">
|
|
<entry id="0" hint="text">Volume: </entry>
|
|
<entry id="1" hint="tooltip">Set volume level for the selected sound instance.</entry>
|
|
</section>
|
|
<section name="Open File " hint="Button">
|
|
<entry id="0" hint="text">Open File </entry>
|
|
<entry id="1" hint="tooltip">Open sound file.
|
|
Supported extensions: WAV, OGG</entry>
|
|
</section>
|
|
<section name="" hint="Button">
|
|
<entry id="0" hint="text"></entry>
|
|
<entry id="1" hint="tooltip">Play/Stop selected sound instance.</entry>
|
|
</section>
|
|
<section name="Submix: " hint="ComboBox">
|
|
<entry id="0" hint="text">Submix: </entry>
|
|
<entry id="1" hint="tooltip">Set the submix channel of the sound.
|
|
Sound properties like volume can be set per sound, or per submix channel.</entry>
|
|
<section name="items">
|
|
<entry id="0">SOUNDEFFECT</entry>
|
|
<entry id="1">MUSIC</entry>
|
|
<entry id="2">USER0</entry>
|
|
<entry id="3">USER1</entry>
|
|
</section>
|
|
</section>
|
|
</section>
|
|
<section name=" Animation" hint="Window">
|
|
<entry id="0" hint="text"> Animáció</entry>
|
|
<section name="" hint="Button">
|
|
<entry id="0" hint="text"></entry>
|
|
<entry id="1" hint="tooltip">Stop</entry>
|
|
</section>
|
|
<section name="End" hint="TextInputField">
|
|
<entry id="0" hint="text">End</entry>
|
|
<entry id="1" hint="tooltip">Set the animation end in seconds. This is relative to 0, not the animation start.</entry>
|
|
</section>
|
|
<section name="Start" hint="TextInputField">
|
|
<entry id="0" hint="text">Start</entry>
|
|
<entry id="1" hint="tooltip">Set the animation start in seconds. This will be the loop's starting point.</entry>
|
|
</section>
|
|
<section name="Keyframes" hint="TreeList">
|
|
<entry id="0" hint="text">Keyframes</entry>
|
|
</section>
|
|
<section name="widget_44" hint="Label">
|
|
<entry id="0" hint="text">The animation window will stay open even if you select other entities until it is collapsed, so you can record other entities' data.</entry>
|
|
</section>
|
|
<section name="Record: " hint="ComboBox">
|
|
<entry id="0" hint="text">Record: </entry>
|
|
<entry id="1" hint="tooltip">Record selected entities' specified channels into the animation at the current time.</entry>
|
|
<section name="items">
|
|
<entry id="0">Transform </entry>
|
|
<entry id="1">Position </entry>
|
|
<entry id="2">Rotation </entry>
|
|
<entry id="3">Scale </entry>
|
|
<entry id="4">Morph weights </entry>
|
|
<entry id="5">Light [color] </entry>
|
|
<entry id="6">Light [intensity] </entry>
|
|
<entry id="7">Light [range] </entry>
|
|
<entry id="8">Light [inner cone] </entry>
|
|
<entry id="9">Light [outer cone] </entry>
|
|
<entry id="10">Sound [play] </entry>
|
|
<entry id="11">Sound [stop] </entry>
|
|
<entry id="12">Sound [volume] </entry>
|
|
<entry id="13">Emitter [emit count] </entry>
|
|
<entry id="14">Camera [fov] </entry>
|
|
<entry id="15">Camera [focal length] </entry>
|
|
<entry id="16">Camera [aperture size] </entry>
|
|
<entry id="17">Camera [aperture shape] </entry>
|
|
<entry id="18">Script [play] </entry>
|
|
<entry id="19">Script [stop] </entry>
|
|
<entry id="20">Material [color] </entry>
|
|
<entry id="21">Material [emissive] </entry>
|
|
<entry id="22">Material [roughness] </entry>
|
|
<entry id="23">Material [metalness] </entry>
|
|
<entry id="24">Material [reflectance] </entry>
|
|
<entry id="25">Material [texmuladd] </entry>
|
|
<entry id="26">Close loop </entry>
|
|
</section>
|
|
</section>
|
|
<section name="Sampling: " hint="ComboBox">
|
|
<entry id="0" hint="text">Sampling: </entry>
|
|
<entry id="1" hint="tooltip">Choose how animation data is interpreted between keyframes.
|
|
Note that Cubic spline sampling requires spline animation data, otherwise, it will fall back to Linear!
|
|
Currently spline animation data creation is not supported, but it can be imported from GLTF/VRM models.</entry>
|
|
<section name="items">
|
|
<entry id="0">Step</entry>
|
|
<entry id="1">Linear</entry>
|
|
<entry id="2">Cubic spline</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Retarget: " hint="ComboBox">
|
|
<entry id="0" hint="text">Retarget: </entry>
|
|
<entry id="1" hint="tooltip">Make a copy of this animation and retarget it for a humanoid.
|
|
This will only work for bones in this animation that are part of a humanoid.</entry>
|
|
<section name="items" />
|
|
</section>
|
|
<section name="Amount: " hint="Slider">
|
|
<entry id="0" hint="text">Amount: </entry>
|
|
<entry id="1" hint="tooltip">Set the animation blending amount by hand.</entry>
|
|
</section>
|
|
<section name="Timer: " hint="Slider">
|
|
<entry id="0" hint="text">Timer: </entry>
|
|
<entry id="1" hint="tooltip">Set the animation timer by hand.</entry>
|
|
</section>
|
|
<section name="Speed: " hint="Slider">
|
|
<entry id="0" hint="text">Speed: </entry>
|
|
<entry id="1" hint="tooltip">Set the animation speed.</entry>
|
|
</section>
|
|
<section name="Looped: " hint="CheckBox">
|
|
<entry id="0" hint="text">Looped: </entry>
|
|
<entry id="1" hint="tooltip">Toggle animation looping behaviour.</entry>
|
|
</section>
|
|
<section name="" hint="Button">
|
|
<entry id="0" hint="text"></entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Soft Body Physics" hint="Window">
|
|
<entry id="0" hint="text"> Puha Test Fizika</entry>
|
|
<section name="Mass: " hint="Slider">
|
|
<entry id="0" hint="text">Mass: </entry>
|
|
<entry id="1" hint="tooltip">Set the mass amount for the physics engine.</entry>
|
|
</section>
|
|
<section name="Friction: " hint="Slider">
|
|
<entry id="0" hint="text">Friction: </entry>
|
|
<entry id="1" hint="tooltip">Set the friction amount for the physics engine.</entry>
|
|
</section>
|
|
<section name="Restitution: " hint="Slider">
|
|
<entry id="0" hint="text">Restitution: </entry>
|
|
<entry id="1" hint="tooltip">Set the restitution amount for the physics engine.</entry>
|
|
</section>
|
|
<section name="widget_111" hint="Label">
|
|
<entry id="0" hint="text">Soft body physics must be used together with a MeshComponent, otherwise it will have no effect.
|
|
You can use the Paint Tool to pin or soften soft body vertices.</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Material" hint="Window">
|
|
<entry id="0" hint="text"> Anyag</entry>
|
|
<section name="Blend mode: " hint="ComboBox">
|
|
<entry id="0" hint="text">Blend mode: </entry>
|
|
<entry id="1" hint="tooltip">Set the blend mode of the material.</entry>
|
|
<section name="items">
|
|
<entry id="0">Opaque</entry>
|
|
<entry id="1">Alpha</entry>
|
|
<entry id="2">Premultiplied</entry>
|
|
<entry id="3">Additive</entry>
|
|
<entry id="4">Multiply</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Clearcoat Roughness: " hint="Slider">
|
|
<entry id="0" hint="text">Clearcoat Roughness: </entry>
|
|
<entry id="1" hint="tooltip">This affects roughness of clear coat layer.</entry>
|
|
</section>
|
|
<section name="Reflectance: " hint="Slider">
|
|
<entry id="0" hint="text">Reflectance: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the surface [non-metal] reflectivity (also called specularFactor).
|
|
Note: this is not available in specular-glossiness workflow</entry>
|
|
</section>
|
|
<section name="uvset" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">uv set number</entry>
|
|
</section>
|
|
<section name="Subsurface Scattering: " hint="Slider">
|
|
<entry id="0" hint="text">Subsurface Scattering: </entry>
|
|
<entry id="1" hint="tooltip">Subsurface scattering amount.
|
|
You can also adjust the subsurface color by selecting it in the color picker</entry>
|
|
</section>
|
|
<section name="Texcoord anim V: " hint="Slider">
|
|
<entry id="0" hint="text">Texcoord anim V: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the texture animation speed along the V direction in texture space.</entry>
|
|
</section>
|
|
<section name="Occlusion 1: " hint="CheckBox">
|
|
<entry id="0" hint="text">Occlusion 1: </entry>
|
|
<entry id="1" hint="tooltip">If enabled, surface map's RED channel will be used as occlusion map</entry>
|
|
</section>
|
|
<section name="widget_13" hint="Button">
|
|
<entry id="1" hint="tooltip">RGBA: Basecolor</entry>
|
|
</section>
|
|
<section name="Texcoord anim U: " hint="Slider">
|
|
<entry id="0" hint="text">Texcoord anim U: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the texture animation speed along the U direction in texture space.</entry>
|
|
</section>
|
|
<section name="Clearcoat: " hint="Slider">
|
|
<entry id="0" hint="text">Clearcoat: </entry>
|
|
<entry id="1" hint="tooltip">This affects clearcoat layer blending.</entry>
|
|
</section>
|
|
<section name="Cast Shadow: " hint="CheckBox">
|
|
<entry id="0" hint="text">Cast Shadow: </entry>
|
|
<entry id="1" hint="tooltip">The subset will contribute to the scene shadows if enabled.</entry>
|
|
</section>
|
|
<section name="Cartoon Outline: " hint="CheckBox">
|
|
<entry id="0" hint="text">Cartoon Outline: </entry>
|
|
<entry id="1" hint="tooltip">Enable cartoon outline. The Cartoon Outline graphics setting also needs to be enabled for it to show up.</entry>
|
|
</section>
|
|
<section name="Roughness: " hint="Slider">
|
|
<entry id="0" hint="text">Roughness: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the surface roughness. Rough surfaces are less shiny, more matte.</entry>
|
|
</section>
|
|
<section name="Texture TileSize X: " hint="Slider">
|
|
<entry id="0" hint="text">Texture TileSize X: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the texture mapping size.</entry>
|
|
</section>
|
|
<section name="Double sided: " hint="CheckBox">
|
|
<entry id="0" hint="text">Double sided: </entry>
|
|
<entry id="1" hint="tooltip">Decide whether to render both sides of the material (It's also possible to set this behaviour per mesh).</entry>
|
|
</section>
|
|
<section name="Use vertex colors: " hint="CheckBox">
|
|
<entry id="0" hint="text">Use vertex colors: </entry>
|
|
<entry id="1" hint="tooltip">Enable if you want to render the mesh with vertex colors (must have appropriate vertex buffer)</entry>
|
|
</section>
|
|
<section name="AlphaRef: " hint="Slider">
|
|
<entry id="0" hint="text">AlphaRef: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the alpha cutoff threshold. Alpha cutout can affect performance</entry>
|
|
</section>
|
|
<section name="Normalmap: " hint="Slider">
|
|
<entry id="0" hint="text">Normalmap: </entry>
|
|
<entry id="1" hint="tooltip">How much the normal map should distort the face normals (bumpiness).</entry>
|
|
</section>
|
|
<section name="Emissive: " hint="Slider">
|
|
<entry id="0" hint="text">Emissive: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the light emission of the surface. The color of the light emitted is that of the color of the material.</entry>
|
|
</section>
|
|
<section name="MaterialName" hint="TextInputField">
|
|
<entry id="0" hint="text">No material selected</entry>
|
|
<entry id="1" hint="tooltip">Set a name for the material...</entry>
|
|
</section>
|
|
<section name="Displacement: " hint="Slider">
|
|
<entry id="0" hint="text">Displacement: </entry>
|
|
<entry id="1" hint="tooltip">Adjust how much the bump map should modulate the geometry when using tessellation.</entry>
|
|
</section>
|
|
<section name="Color picker mode: " hint="ComboBox">
|
|
<entry id="0" hint="text">Color picker mode: </entry>
|
|
<entry id="1" hint="tooltip">Choose the destination data of the color picker.</entry>
|
|
<section name="items">
|
|
<entry id="0">Base color</entry>
|
|
<entry id="1">Specular color</entry>
|
|
<entry id="2">Emissive color</entry>
|
|
<entry id="3">Subsurface color</entry>
|
|
<entry id="4">Sheen color</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Receive Shadow: " hint="CheckBox">
|
|
<entry id="0" hint="text">Receive Shadow: </entry>
|
|
<entry id="1" hint="tooltip">Receives shadow or not?</entry>
|
|
</section>
|
|
<section name="Color" hint="ColorPicker">
|
|
<entry id="0" hint="text">Color</entry>
|
|
<section name="B" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for BLUE channel (0-255)</entry>
|
|
</section>
|
|
<section name="S" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for SATURATION channel (0-100)</entry>
|
|
</section>
|
|
<section name="widget_12" hint="Slider">
|
|
<entry id="1" hint="tooltip">Value for ALPHA - TRANSPARENCY channel (0-255)</entry>
|
|
</section>
|
|
<section name="R" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for RED channel (0-255)</entry>
|
|
</section>
|
|
<section name="G" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for GREEN channel (0-255)</entry>
|
|
</section>
|
|
<section name="V" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for LUMINANCE channel (0-100)</entry>
|
|
</section>
|
|
<section name="H" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for HUE channel (0-360)</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Texcoord anim FPS: " hint="Slider">
|
|
<entry id="0" hint="text">Texcoord anim FPS: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the texture animation frame rate (frames per second). Any value above 0 will make the material dynamic.</entry>
|
|
</section>
|
|
<section name="Shading Rate: " hint="ComboBox">
|
|
<entry id="0" hint="text">Shading Rate: </entry>
|
|
<entry id="1" hint="tooltip">Select shading rate for this material.
|
|
Selecting larger shading rate will decrease rendering quality of this material,
|
|
but increases performance.
|
|
Requires hardware support for variable shading rate</entry>
|
|
<section name="items">
|
|
<entry id="0">1X1</entry>
|
|
<entry id="1">1X2</entry>
|
|
<entry id="2">2X1</entry>
|
|
<entry id="3">2X2</entry>
|
|
<entry id="4">2X4</entry>
|
|
<entry id="5">4X2</entry>
|
|
<entry id="6">4X4</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Sheen Roughness: " hint="Slider">
|
|
<entry id="0" hint="text">Sheen Roughness: </entry>
|
|
<entry id="1" hint="tooltip">This affects roughness of sheen layer for cloth shading.</entry>
|
|
</section>
|
|
<section name="Transmission: " hint="Slider">
|
|
<entry id="0" hint="text">Transmission: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the transmissiveness. More transmissiveness means more diffuse light is transmitted instead of absorbed.</entry>
|
|
</section>
|
|
<section name="Refraction: " hint="Slider">
|
|
<entry id="0" hint="text">Refraction: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the refraction amount for transmissive materials.</entry>
|
|
</section>
|
|
<section name="Spec-gloss workflow: " hint="CheckBox">
|
|
<entry id="0" hint="text">Spec-gloss workflow: </entry>
|
|
<entry id="1" hint="tooltip">If enabled, surface map will be viewed like it contains specular color (RGB) and smoothness (A)</entry>
|
|
</section>
|
|
<section name="Occlusion 2: " hint="CheckBox">
|
|
<entry id="0" hint="text">Occlusion 2: </entry>
|
|
<entry id="1" hint="tooltip">If enabled, occlusion map's RED channel will be used as occlusion map</entry>
|
|
</section>
|
|
<section name="Wind: " hint="CheckBox">
|
|
<entry id="0" hint="text">Wind: </entry>
|
|
<entry id="1" hint="tooltip">If enabled, vertex wind weights will affect how much wind offset affects the subset.</entry>
|
|
</section>
|
|
<section name="Metalness: " hint="Slider">
|
|
<entry id="0" hint="text">Metalness: </entry>
|
|
<entry id="1" hint="tooltip">The more metal-like the surface is, the more the its color will contribute to the reflection color.
|
|
Note: this is not available in specular-glossiness workflow</entry>
|
|
</section>
|
|
<section name="Texture Slot: " hint="ComboBox">
|
|
<entry id="0" hint="text">Texture Slot: </entry>
|
|
<entry id="1" hint="tooltip">Choose the texture slot to modify.</entry>
|
|
<section name="items">
|
|
<entry id="0">BaseColor map</entry>
|
|
<entry id="1">Normal map</entry>
|
|
<entry id="2">Surface map</entry>
|
|
<entry id="3">Emissive map</entry>
|
|
<entry id="4">Displacement map</entry>
|
|
<entry id="5">Occlusion map</entry>
|
|
<entry id="6">Transmission map</entry>
|
|
<entry id="7">SheenColor map</entry>
|
|
<entry id="8">SheenRoughness map</entry>
|
|
<entry id="9">Clearcoat map</entry>
|
|
<entry id="10">ClearcoatRoughness map</entry>
|
|
<entry id="11">ClearcoatNormal map</entry>
|
|
<entry id="12">Specular map</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Texture TileSize Y: " hint="Slider">
|
|
<entry id="0" hint="text">Texture TileSize Y: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the texture mapping size.</entry>
|
|
</section>
|
|
<section name="Shader: " hint="ComboBox">
|
|
<entry id="0" hint="text">Shader: </entry>
|
|
<entry id="1" hint="tooltip">Select a shader for this material.
|
|
Custom shaders (*) will also show up here (see wi::renderer:RegisterCustomShader() for more info.)
|
|
Note that custom shaders (*) can't select between blend modes, as they are created with an explicit blend mode.</entry>
|
|
<section name="items" />
|
|
</section>
|
|
<section name="Par Occl Mapping: " hint="Slider">
|
|
<entry id="0" hint="text">Par Occl Mapping: </entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Force Field" hint="Window">
|
|
<entry id="0" hint="text"> Erőtér</entry>
|
|
<section name="Type: " hint="ComboBox">
|
|
<entry id="0" hint="text">Type: </entry>
|
|
<entry id="1" hint="tooltip">Choose the force field type.</entry>
|
|
<section name="items">
|
|
<entry id="0">Point</entry>
|
|
<entry id="1">Plane</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Gravity: " hint="Slider">
|
|
<entry id="0" hint="text">Gravity: </entry>
|
|
<entry id="1" hint="tooltip">Set the amount of gravity. Positive values attract, negatives deflect.</entry>
|
|
</section>
|
|
<section name="Range: " hint="Slider">
|
|
<entry id="0" hint="text">Range: </entry>
|
|
<entry id="1" hint="tooltip">Set the range of affection.</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Inverse Kinematics" hint="Window">
|
|
<entry id="0" hint="text"> Inverz Kinematika</entry>
|
|
<section name="Target: " hint="ComboBox">
|
|
<entry id="0" hint="text">Target: </entry>
|
|
<entry id="1" hint="tooltip">Choose a target entity (with transform) that the IK will follow</entry>
|
|
<section name="items" />
|
|
</section>
|
|
<section name="Disabled: " hint="CheckBox">
|
|
<entry id="0" hint="text">Disabled: </entry>
|
|
<entry id="1" hint="tooltip">Disable simulation.</entry>
|
|
</section>
|
|
<section name="Chain Length: " hint="Slider">
|
|
<entry id="0" hint="text">Chain Length: </entry>
|
|
<entry id="1" hint="tooltip">How far the hierarchy chain is simulated backwards from this entity</entry>
|
|
</section>
|
|
<section name="Iteration Count: " hint="Slider">
|
|
<entry id="0" hint="text">Iteration Count: </entry>
|
|
<entry id="1" hint="tooltip">How many iterations to compute the inverse kinematics for. Higher values are slower but more accurate.</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Transform" hint="Window">
|
|
<entry id="0" hint="text"> Transzformáció</entry>
|
|
<section name="widget_69" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
<entry id="1" hint="tooltip">Yaw (in degrees)
|
|
Note: Euler angle rotations can result in precision loss from quaternion conversion!</entry>
|
|
</section>
|
|
<section name="widget_61" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
</section>
|
|
<section name="widget_76" hint="TextInputField">
|
|
<entry id="0" hint="text">1</entry>
|
|
</section>
|
|
<section name="widget_62" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
</section>
|
|
<section name="widget_75" hint="TextInputField">
|
|
<entry id="0" hint="text">45</entry>
|
|
</section>
|
|
<section name="widget_63" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
</section>
|
|
<section name="widget_74" hint="TextInputField">
|
|
<entry id="0" hint="text">1</entry>
|
|
</section>
|
|
<section name="Clear Transform" hint="Button">
|
|
<entry id="0" hint="text">Clear Transform</entry>
|
|
<entry id="1" hint="tooltip">Reset transform to identity</entry>
|
|
</section>
|
|
<section name="widget_64" hint="TextInputField">
|
|
<entry id="0" hint="text">1</entry>
|
|
</section>
|
|
<section name="widget_73" hint="TextInputField">
|
|
<entry id="0" hint="text">1</entry>
|
|
<entry id="1" hint="tooltip">Rotation Quaternion.W</entry>
|
|
</section>
|
|
<section name="widget_65" hint="TextInputField">
|
|
<entry id="0" hint="text">1</entry>
|
|
</section>
|
|
<section name="widget_72" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
<entry id="1" hint="tooltip">Rotation Quaternion.Z</entry>
|
|
</section>
|
|
<section name="widget_66" hint="TextInputField">
|
|
<entry id="0" hint="text">1</entry>
|
|
</section>
|
|
<section name="widget_71" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
<entry id="1" hint="tooltip">Rotation Quaternion.Y</entry>
|
|
</section>
|
|
<section name="widget_68" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
<entry id="1" hint="tooltip">Pitch (in degrees)
|
|
Note: Euler angle rotations can result in precision loss from quaternion conversion!</entry>
|
|
</section>
|
|
<section name="widget_67" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
<entry id="1" hint="tooltip">Roll (in degrees)
|
|
Note: Euler angle rotations can result in precision loss from quaternion conversion!</entry>
|
|
</section>
|
|
<section name="widget_70" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
<entry id="1" hint="tooltip">Rotation Quaternion.X</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Collider" hint="Window">
|
|
<entry id="0" hint="text"> Ütköző</entry>
|
|
<section name="CPU: " hint="CheckBox">
|
|
<entry id="0" hint="text">CPU: </entry>
|
|
<entry id="1" hint="tooltip">Enable for use on the CPU. CPU usage includes: springs.</entry>
|
|
</section>
|
|
<section name="Offset X: " hint="Slider">
|
|
<entry id="0" hint="text">Offset X: </entry>
|
|
</section>
|
|
<section name="Tail X: " hint="Slider">
|
|
<entry id="0" hint="text">Tail X: </entry>
|
|
</section>
|
|
<section name="Tail Y: " hint="Slider">
|
|
<entry id="0" hint="text">Tail Y: </entry>
|
|
</section>
|
|
<section name="GPU: " hint="CheckBox">
|
|
<entry id="0" hint="text">GPU: </entry>
|
|
<entry id="1" hint="tooltip">Enable for use on the GPU. GPU usage includes: emitter and hair particle systems.
|
|
Note that GPU can support only a limited amount of colliders.</entry>
|
|
</section>
|
|
<section name="Offset Z: " hint="Slider">
|
|
<entry id="0" hint="text">Offset Z: </entry>
|
|
</section>
|
|
<section name="Radius: " hint="Slider">
|
|
<entry id="0" hint="text">Radius: </entry>
|
|
</section>
|
|
<section name="Offset Y: " hint="Slider">
|
|
<entry id="0" hint="text">Offset Y: </entry>
|
|
</section>
|
|
<section name="Shape: " hint="ComboBox">
|
|
<entry id="0" hint="text">Shape: </entry>
|
|
<section name="items">
|
|
<entry id="0">Sphere</entry>
|
|
<entry id="1">Capsule</entry>
|
|
<entry id="2">Plane</entry>
|
|
</section>
|
|
</section>
|
|
<section name="widget_112" hint="Label">
|
|
<entry id="0" hint="text">Colliders are used for simple fake physics, without using the physics engine. They are only used in specific CPU/GPU systems.</entry>
|
|
</section>
|
|
<section name="Tail Z: " hint="Slider">
|
|
<entry id="0" hint="text">Tail Z: </entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Light" hint="Window">
|
|
<entry id="0" hint="text"> Fény</entry>
|
|
<section name="Lens flare textures: " hint="Label">
|
|
<entry id="0" hint="text">Lens flare textures: </entry>
|
|
</section>
|
|
<section name="Static: " hint="CheckBox">
|
|
<entry id="0" hint="text">Static: </entry>
|
|
<entry id="1" hint="tooltip">Static lights will only be used for baking into lightmaps.</entry>
|
|
</section>
|
|
<section name="LensFlareSlot" hint="Button">
|
|
<entry id="1" hint="tooltip">Load a lensflare texture to this slot</entry>
|
|
</section>
|
|
<section name="Volumetric Clouds: " hint="CheckBox">
|
|
<entry id="0" hint="text">Volumetric Clouds: </entry>
|
|
<entry id="1" hint="tooltip">When enabled light emission will affect volumetric clouds.</entry>
|
|
</section>
|
|
<section name="Type: " hint="ComboBox">
|
|
<entry id="0" hint="text">Type: </entry>
|
|
<entry id="1" hint="tooltip">Choose the light source type...</entry>
|
|
<section name="items">
|
|
<entry id="0">Directional</entry>
|
|
<entry id="1">Point</entry>
|
|
<entry id="2">Spot</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Shadow resolution: " hint="ComboBox">
|
|
<entry id="0" hint="text">Shadow resolution: </entry>
|
|
<entry id="1" hint="tooltip">You can force a fixed resolution for this light's shadow map to avoid dynamic scaling.
|
|
If you leave it as dynamic, the resolution will be scaled between 0 and the max shadow resolution in the renderer for this light type, based on light's distance and size.</entry>
|
|
<section name="items">
|
|
<entry id="0">Dynamic</entry>
|
|
<entry id="1">32</entry>
|
|
<entry id="2">64</entry>
|
|
<entry id="3">128</entry>
|
|
<entry id="4">256</entry>
|
|
<entry id="5">512</entry>
|
|
<entry id="6">1024</entry>
|
|
<entry id="7">2048</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Length: " hint="Slider">
|
|
<entry id="0" hint="text">Length: </entry>
|
|
<entry id="1" hint="tooltip">[Experimental] Adjust the length of the light source.
|
|
With this you can make capsule light out of a point light.</entry>
|
|
</section>
|
|
<section name="Radius: " hint="Slider">
|
|
<entry id="0" hint="text">Radius: </entry>
|
|
<entry id="1" hint="tooltip">[Experimental] Adjust the radius of the light source.
|
|
For directional light, this will only affect ray traced shadow softness.</entry>
|
|
</section>
|
|
<section name="Range: " hint="Slider">
|
|
<entry id="0" hint="text">Range: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the maximum range the light can affect.</entry>
|
|
</section>
|
|
<section name="Inner Cone Angle: " hint="Slider">
|
|
<entry id="0" hint="text">Inner Cone Angle: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the inner cone aperture for spotlight.
|
|
(The inner cone will always be inside the outer cone)</entry>
|
|
</section>
|
|
<section name="Shadow: " hint="CheckBox">
|
|
<entry id="0" hint="text">Shadow: </entry>
|
|
<entry id="1" hint="tooltip">Set light as shadow caster. Many shadow casters can affect performance!</entry>
|
|
</section>
|
|
<section name="Visualizer: " hint="CheckBox">
|
|
<entry id="0" hint="text">Visualizer: </entry>
|
|
<entry id="1" hint="tooltip">Visualize light source emission</entry>
|
|
</section>
|
|
<section name="Outer Cone Angle: " hint="Slider">
|
|
<entry id="0" hint="text">Outer Cone Angle: </entry>
|
|
<entry id="1" hint="tooltip">Adjust the main cone aperture for spotlight.</entry>
|
|
</section>
|
|
<section name="Volumetric: " hint="CheckBox">
|
|
<entry id="0" hint="text">Volumetric: </entry>
|
|
<entry id="1" hint="tooltip">Compute volumetric light scattering effect.
|
|
The fog settings affect scattering (see Weather window). If there is no fog, there is no scattering.</entry>
|
|
</section>
|
|
<section name="Light Color" hint="ColorPicker">
|
|
<entry id="0" hint="text">Light Color</entry>
|
|
<section name="B" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for BLUE channel (0-255)</entry>
|
|
</section>
|
|
<section name="S" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for SATURATION channel (0-100)</entry>
|
|
</section>
|
|
<section name="R" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for RED channel (0-255)</entry>
|
|
</section>
|
|
<section name="G" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for GREEN channel (0-255)</entry>
|
|
</section>
|
|
<section name="V" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for LUMINANCE channel (0-100)</entry>
|
|
</section>
|
|
<section name="widget_43" hint="Slider">
|
|
<entry id="1" hint="tooltip">Value for ALPHA - TRANSPARENCY channel (0-255)</entry>
|
|
</section>
|
|
<section name="H" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for HUE channel (0-360)</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Intensity: " hint="Slider">
|
|
<entry id="0" hint="text">Intensity: </entry>
|
|
<entry id="1" hint="tooltip">Brightness of light in. The units that this is defined in depend on the type of light.
|
|
Point and spot lights use luminous intensity in candela (lm/sr) while directional lights use illuminance in lux (lm/m2).</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Add: " hint="ComboBox">
|
|
<entry id="0" hint="text">Új: </entry>
|
|
<entry id="1" hint="tooltip">Egy komponens hozzáadása az utoljára kiválasztott entitáshoz.</entry>
|
|
<section name="items">
|
|
<entry id="0">Name </entry>
|
|
<entry id="1">Layer </entry>
|
|
<entry id="2">Hierarchy </entry>
|
|
<entry id="3">Transform </entry>
|
|
<entry id="4">Light </entry>
|
|
<entry id="5">Material </entry>
|
|
<entry id="6">Spring</entry>
|
|
<entry id="7">Inverse Kinematics </entry>
|
|
<entry id="8">Sound </entry>
|
|
<entry id="9">Environment Probe </entry>
|
|
<entry id="10">Emitted Particle System </entry>
|
|
<entry id="11">Hair Particle System </entry>
|
|
<entry id="12">Decal </entry>
|
|
<entry id="13">Weather </entry>
|
|
<entry id="14">Force Field </entry>
|
|
<entry id="15">Animation </entry>
|
|
<entry id="16">Script </entry>
|
|
<entry id="17">Rigid Body Physics </entry>
|
|
<entry id="18">Soft Body Physics </entry>
|
|
<entry id="19">Collider </entry>
|
|
<entry id="20">Camera </entry>
|
|
<entry id="21">Object </entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Humanoid" hint="Window">
|
|
<entry id="0" hint="text"> Humanoid</entry>
|
|
<section name="Bones: " hint="TreeList">
|
|
<entry id="0" hint="text">Bones: </entry>
|
|
</section>
|
|
<section name="widget_115" hint="Label">
|
|
<entry id="0" hint="text">This window will stay open even if you select other entities until it is collapsed, so you can select other bone entities.</entry>
|
|
</section>
|
|
<section name="Head horizontal: " hint="Slider">
|
|
<entry id="0" hint="text">Head horizontal: </entry>
|
|
<entry id="1" hint="tooltip">Limit horizontal head movement (input in degrees)</entry>
|
|
</section>
|
|
<section name="Eye horizontal: " hint="Slider">
|
|
<entry id="0" hint="text">Eye horizontal: </entry>
|
|
<entry id="1" hint="tooltip">Limit horizontal eye movement (input in degrees)</entry>
|
|
</section>
|
|
<section name="Head size: " hint="Slider">
|
|
<entry id="0" hint="text">Head size: </entry>
|
|
<entry id="1" hint="tooltip">Adjust head size.</entry>
|
|
</section>
|
|
<section name="LookAt: " hint="CheckBox">
|
|
<entry id="0" hint="text">LookAt: </entry>
|
|
<entry id="1" hint="tooltip">Enable updating the lookAt direction. If enabled, head will turn to face the lookAt point.
|
|
A sample lookAt point can be generated by the editor if you enable the Follow mouse option.</entry>
|
|
</section>
|
|
<section name="Eye speed: " hint="Slider">
|
|
<entry id="0" hint="text">Eye speed: </entry>
|
|
<entry id="1" hint="tooltip">Adjust eye turning speed.</entry>
|
|
</section>
|
|
<section name="Head speed: " hint="Slider">
|
|
<entry id="0" hint="text">Head speed: </entry>
|
|
<entry id="1" hint="tooltip">Adjust head turning speed.</entry>
|
|
</section>
|
|
<section name="Head vertical: " hint="Slider">
|
|
<entry id="0" hint="text">Head vertical: </entry>
|
|
<entry id="1" hint="tooltip">Limit vertical head movement (input in degrees)</entry>
|
|
</section>
|
|
<section name="Follow mouse: " hint="CheckBox">
|
|
<entry id="0" hint="text">Follow mouse: </entry>
|
|
<entry id="1" hint="tooltip">Generates a sample lookAt point at the mouse position. If LookAt is enabled, the character's head will try to face in the direction of the mouse</entry>
|
|
</section>
|
|
<section name="Eye vertical: " hint="Slider">
|
|
<entry id="0" hint="text">Eye vertical: </entry>
|
|
<entry id="1" hint="tooltip">Limit vertical eye movement (input in degrees)</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Expression" hint="Window">
|
|
<entry id="0" hint="text"> Kifejezés</entry>
|
|
<section name="widget_113" hint="Label">
|
|
<entry id="0" hint="text">Tip: If you also attach a Sound component to this entity, the mouth expression (if available) will be animated based on the sound playing.</entry>
|
|
</section>
|
|
<section name="Weight: " hint="Slider">
|
|
<entry id="0" hint="text">Weight: </entry>
|
|
</section>
|
|
<section name="Blink Length: " hint="Slider">
|
|
<entry id="0" hint="text">Blink Length: </entry>
|
|
</section>
|
|
<section name="Expressions: " hint="TreeList">
|
|
<entry id="0" hint="text">Expressions: </entry>
|
|
</section>
|
|
<section name="Blinks: " hint="Slider">
|
|
<entry id="0" hint="text">Blinks: </entry>
|
|
<entry id="1" hint="tooltip">Specifies the number of blinks per second.</entry>
|
|
</section>
|
|
<section name="Override Look: " hint="ComboBox">
|
|
<entry id="0" hint="text">Override Look: </entry>
|
|
<entry id="1" hint="tooltip">Look-away override control</entry>
|
|
<section name="items">
|
|
<entry id="0">None</entry>
|
|
<entry id="1">Block</entry>
|
|
<entry id="2">Blend</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Looks: " hint="Slider">
|
|
<entry id="0" hint="text">Looks: </entry>
|
|
<entry id="1" hint="tooltip">Specifies the number of look-aways per second.</entry>
|
|
</section>
|
|
<section name="Override Mouth: " hint="ComboBox">
|
|
<entry id="0" hint="text">Override Mouth: </entry>
|
|
<entry id="1" hint="tooltip">Lip sync override control</entry>
|
|
<section name="items">
|
|
<entry id="0">None</entry>
|
|
<entry id="1">Block</entry>
|
|
<entry id="2">Blend</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Look Length: " hint="Slider">
|
|
<entry id="0" hint="text">Look Length: </entry>
|
|
</section>
|
|
<section name="Override Blink: " hint="ComboBox">
|
|
<entry id="0" hint="text">Override Blink: </entry>
|
|
<entry id="1" hint="tooltip">Blink override control</entry>
|
|
<section name="items">
|
|
<entry id="0">None</entry>
|
|
<entry id="1">Block</entry>
|
|
<entry id="2">Blend</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Binary: " hint="CheckBox">
|
|
<entry id="0" hint="text">Binary: </entry>
|
|
</section>
|
|
<section name="Blink Count: " hint="Slider">
|
|
<entry id="0" hint="text">Blink Count: </entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Armature" hint="Window">
|
|
<entry id="0" hint="text"> Armatúra</entry>
|
|
<section name="widget_114" hint="Label">
|
|
<entry id="0" hint="text">This window will stay open even if you select other entities until it is collapsed, so you can select other bone entities.</entry>
|
|
</section>
|
|
<section name="Reset Pose" hint="Button">
|
|
<entry id="0" hint="text">Reset Pose</entry>
|
|
</section>
|
|
<section name="Bones: " hint="TreeList">
|
|
<entry id="0" hint="text">Bones: </entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Rigid Body Physics" hint="Window">
|
|
<entry id="0" hint="text"> Kemény Test Fizika</entry>
|
|
<section name="Z: " hint="Slider">
|
|
<entry id="0" hint="text">Depth</entry>
|
|
</section>
|
|
<section name="X: " hint="Slider">
|
|
<entry id="0" hint="text">Width</entry>
|
|
</section>
|
|
<section name="Y: " hint="Slider">
|
|
<entry id="0" hint="text">Height</entry>
|
|
</section>
|
|
<section name="Mass: " hint="Slider">
|
|
<entry id="0" hint="text">Mass: </entry>
|
|
<entry id="1" hint="tooltip">Set the mass amount for the physics engine.</entry>
|
|
</section>
|
|
<section name="Disable Deactivation: " hint="CheckBox">
|
|
<entry id="0" hint="text">Disable Deactivation: </entry>
|
|
<entry id="1" hint="tooltip">Toggle kinematic behaviour.</entry>
|
|
</section>
|
|
<section name="Linear Damping: " hint="Slider">
|
|
<entry id="0" hint="text">Linear Damping: </entry>
|
|
<entry id="1" hint="tooltip">Set the linear damping amount for the physics engine.</entry>
|
|
</section>
|
|
<section name="Use Mesh LOD: " hint="Slider">
|
|
<entry id="0" hint="text">Use Mesh LOD: </entry>
|
|
<entry id="1" hint="tooltip">Specify which LOD to use for triangle mesh physics.</entry>
|
|
</section>
|
|
<section name="Friction: " hint="Slider">
|
|
<entry id="0" hint="text">Friction: </entry>
|
|
<entry id="1" hint="tooltip">Set the friction amount for the physics engine.</entry>
|
|
</section>
|
|
<section name="Restitution: " hint="Slider">
|
|
<entry id="0" hint="text">Restitution: </entry>
|
|
<entry id="1" hint="tooltip">Set the restitution amount for the physics engine.</entry>
|
|
</section>
|
|
<section name="Kinematic: " hint="CheckBox">
|
|
<entry id="0" hint="text">Kinematic: </entry>
|
|
<entry id="1" hint="tooltip">Toggle kinematic behaviour.</entry>
|
|
</section>
|
|
<section name="Collision Shape: " hint="ComboBox">
|
|
<entry id="0" hint="text">Collision Shape: </entry>
|
|
<entry id="1" hint="tooltip">Set rigid body collision shape.</entry>
|
|
<section name="items">
|
|
<entry id="0">Box</entry>
|
|
<entry id="1">Sphere</entry>
|
|
<entry id="2">Capsule</entry>
|
|
<entry id="3">Convex Hull</entry>
|
|
<entry id="4">Triangle Mesh</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Angular Damping: " hint="Slider">
|
|
<entry id="0" hint="text">Angular Damping: </entry>
|
|
<entry id="1" hint="tooltip">Set the angular damping amount for the physics engine.</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Hair Particle System" hint="Window">
|
|
<entry id="0" hint="text"> Haj Részecske Rendszer</entry>
|
|
<section name="Mesh: " hint="ComboBox">
|
|
<entry id="0" hint="text">Mesh: </entry>
|
|
<entry id="1" hint="tooltip">Choose a mesh where hair will grow from...</entry>
|
|
<section name="items" />
|
|
</section>
|
|
<section name="widget_57" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">How many horizontal frames there are in the spritesheet.</entry>
|
|
</section>
|
|
<section name="Length: " hint="Slider">
|
|
<entry id="0" hint="text">Length: </entry>
|
|
<entry id="1" hint="tooltip">Set hair strand length</entry>
|
|
</section>
|
|
<section name="widget_59" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter a value to enable the random sprite sheet frame selection's max frame number.</entry>
|
|
</section>
|
|
<section name="Randomness: " hint="Slider">
|
|
<entry id="0" hint="text">Randomness: </entry>
|
|
<entry id="1" hint="tooltip">Set hair length randomization factor. This will affect randomness of hair lengths.</entry>
|
|
</section>
|
|
<section name="widget_58" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">How many vertical frames there are in the spritesheet.</entry>
|
|
</section>
|
|
<section name="Strand Count: " hint="Slider">
|
|
<entry id="0" hint="text">Strand Count: </entry>
|
|
<entry id="1" hint="tooltip">Set hair strand count</entry>
|
|
</section>
|
|
<section name="View distance: " hint="Slider">
|
|
<entry id="0" hint="text">View distance: </entry>
|
|
<entry id="1" hint="tooltip">Set view distance. After this, particles will be faded out.</entry>
|
|
</section>
|
|
<section name="Random seed: " hint="Slider">
|
|
<entry id="0" hint="text">Random seed: </entry>
|
|
<entry id="1" hint="tooltip">Set hair system-wide random seed value. This will affect hair patch placement randomization.</entry>
|
|
</section>
|
|
<section name="Stiffness: " hint="Slider">
|
|
<entry id="0" hint="text">Stiffness: </entry>
|
|
<entry id="1" hint="tooltip">Set hair strand stiffness, how much it tries to get back to rest position.</entry>
|
|
</section>
|
|
<section name="widget_60" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Specifies the first frame of the sheet that can be used.</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Object" hint="Window">
|
|
<entry id="0" hint="text"> Objektum</entry>
|
|
<section name="LOD Multiplier: " hint="Slider">
|
|
<entry id="0" hint="text">LOD Multiplier: </entry>
|
|
<entry id="1" hint="tooltip">How much the distance to camera will affect LOD selection. (If the mesh has lods)</entry>
|
|
</section>
|
|
<section name="Lightmap resolution: " hint="Slider">
|
|
<entry id="0" hint="text">Lightmap resolution: </entry>
|
|
<entry id="1" hint="tooltip">Set the approximate resolution for this object's lightmap. This will be packed into the larger global lightmap later.</entry>
|
|
</section>
|
|
<section name="Clear Lightmap" hint="Button">
|
|
<entry id="0" hint="text">Clear Lightmap</entry>
|
|
<entry id="1" hint="tooltip">Clear the lightmap from this object.</entry>
|
|
</section>
|
|
<section name="Mesh: " hint="ComboBox">
|
|
<entry id="0" hint="text">Mesh: </entry>
|
|
<section name="items" />
|
|
</section>
|
|
<section name="Cast Shadow: " hint="CheckBox">
|
|
<entry id="0" hint="text">Cast Shadow: </entry>
|
|
<entry id="1" hint="tooltip">Set object to be participating in shadows.</entry>
|
|
</section>
|
|
<section name="Renderable: " hint="CheckBox">
|
|
<entry id="0" hint="text">Renderable: </entry>
|
|
<entry id="1" hint="tooltip">Set object to be participating in rendering.</entry>
|
|
</section>
|
|
<section name="Transparency: " hint="Slider">
|
|
<entry id="0" hint="text">Transparency: </entry>
|
|
<entry id="1" hint="tooltip">Adjust transparency of the object. Opaque materials will use dithered transparency in this case!</entry>
|
|
</section>
|
|
<section name="Color picker mode: " hint="ComboBox">
|
|
<entry id="0" hint="text">Color picker mode: </entry>
|
|
<entry id="1" hint="tooltip">Choose the destination data of the color picker.</entry>
|
|
<section name="items">
|
|
<entry id="0">Base color</entry>
|
|
<entry id="1">Emissive color</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Stop Lightmap Gen" hint="Button">
|
|
<entry id="0" hint="text">Stop Lightmap Gen</entry>
|
|
<entry id="1" hint="tooltip">Stop the lightmap rendering and save the lightmap.
|
|
If denoiser is enabled, this is the point at which lightmap will be denoised, which could take a while.</entry>
|
|
</section>
|
|
<section name="Object Color" hint="ColorPicker">
|
|
<entry id="0" hint="text">Object Color</entry>
|
|
<section name="B" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for BLUE channel (0-255)</entry>
|
|
</section>
|
|
<section name="S" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for SATURATION channel (0-100)</entry>
|
|
</section>
|
|
<section name="R" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for RED channel (0-255)</entry>
|
|
</section>
|
|
<section name="G" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for GREEN channel (0-255)</entry>
|
|
</section>
|
|
<section name="V" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for LUMINANCE channel (0-100)</entry>
|
|
</section>
|
|
<section name="widget_40" hint="Slider">
|
|
<entry id="1" hint="tooltip">Value for ALPHA - TRANSPARENCY channel (0-255)</entry>
|
|
</section>
|
|
<section name="H" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter value for HUE channel (0-360)</entry>
|
|
</section>
|
|
</section>
|
|
<section name="UV Set: " hint="ComboBox">
|
|
<entry id="0" hint="text">UV Set: </entry>
|
|
<entry id="1" hint="tooltip">Set which UV set to use when generating the lightmap Atlas</entry>
|
|
<section name="items">
|
|
<entry id="0">Copy UV 0</entry>
|
|
<entry id="1">Copy UV 1</entry>
|
|
<entry id="2">Keep Atlas</entry>
|
|
<entry id="3">Generate Atlas</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Navmesh: " hint="CheckBox">
|
|
<entry id="0" hint="text">Navmesh: </entry>
|
|
<entry id="1" hint="tooltip">Set object to be a navigation mesh filtering (FILTER_NAVIGATION_MESH).</entry>
|
|
</section>
|
|
<section name="Cascade Mask: " hint="Slider">
|
|
<entry id="0" hint="text">Cascade Mask: </entry>
|
|
<entry id="1" hint="tooltip">How many shadow cascades to skip when rendering this object into shadow maps? (0: skip none, it will be in all cascades, 1: skip first (biggest cascade), ...etc...</entry>
|
|
</section>
|
|
<section name="Generate Lightmap" hint="Button">
|
|
<entry id="0" hint="text">Generate Lightmap</entry>
|
|
<entry id="1" hint="tooltip">Render the lightmap for only this object. It will automatically combined with the global lightmap.</entry>
|
|
</section>
|
|
<section name="Draw Distance: " hint="Slider">
|
|
<entry id="0" hint="text">Draw Distance: </entry>
|
|
<entry id="1" hint="tooltip">Specify the draw distance of the object</entry>
|
|
</section>
|
|
<section name="Sort Priority: " hint="Slider">
|
|
<entry id="0" hint="text">Sort Priority: </entry>
|
|
<entry id="1" hint="tooltip">Set to larger value to draw earlier (most useful for transparents with alpha blending, if the sorting order by distance is not good enough)</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Decal" hint="Window">
|
|
<entry id="0" hint="text"> Matrica</entry>
|
|
<section name="Decal Placement Enabled: " hint="CheckBox">
|
|
<entry id="0" hint="text">Decal Placement Enabled: </entry>
|
|
<entry id="1" hint="tooltip">Enable decal placement. Use the left mouse button to place decals to the scene.</entry>
|
|
</section>
|
|
<section name="Slope Blend: " hint="Slider">
|
|
<entry id="0" hint="text">Slope Blend: </entry>
|
|
<entry id="1" hint="tooltip">Set a power factor for blending on surface slopes. 0 = no slope blend, increasing = more slope blend</entry>
|
|
</section>
|
|
<section name="widget_42" hint="Label">
|
|
<entry id="0" hint="text">Set decal properties in the Material component. Decals support the following material properties:
|
|
- Base color
|
|
- Base color texture
|
|
- Emissive strength
|
|
- Normalmap texture
|
|
- Normalmap strength
|
|
- Surfacemap texture
|
|
- Texture tiling (TexMulAdd)</entry>
|
|
</section>
|
|
<section name="Alpha only basecolor: " hint="CheckBox">
|
|
<entry id="0" hint="text">Alpha only basecolor: </entry>
|
|
<entry id="1" hint="tooltip">You can enable this to only use alpha channel from basecolor map. Useful for blending normalmap-only decals.</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Hierarchy" hint="Window">
|
|
<entry id="0" hint="text"> Hierarchia</entry>
|
|
<section name="Parent: " hint="ComboBox">
|
|
<entry id="0" hint="text">Parent: </entry>
|
|
<entry id="1" hint="tooltip">Choose a parent entity (also works if selected entity has no transform)</entry>
|
|
<section name="items" />
|
|
</section>
|
|
</section>
|
|
<section name=" Layer" hint="Window">
|
|
<entry id="0" hint="text"> Réteg</entry>
|
|
<section name="widget_104" hint="CheckBox">
|
|
<entry id="0" hint="text">27: </entry>
|
|
</section>
|
|
<section name="widget_90" hint="CheckBox">
|
|
<entry id="0" hint="text">13: </entry>
|
|
</section>
|
|
<section name="widget_77" hint="CheckBox">
|
|
<entry id="0" hint="text">0: </entry>
|
|
</section>
|
|
<section name="widget_98" hint="CheckBox">
|
|
<entry id="0" hint="text">21: </entry>
|
|
</section>
|
|
<section name="widget_85" hint="CheckBox">
|
|
<entry id="0" hint="text">8: </entry>
|
|
</section>
|
|
<section name="widget_103" hint="CheckBox">
|
|
<entry id="0" hint="text">26: </entry>
|
|
</section>
|
|
<section name="widget_93" hint="CheckBox">
|
|
<entry id="0" hint="text">16: </entry>
|
|
</section>
|
|
<section name="widget_82" hint="CheckBox">
|
|
<entry id="0" hint="text">5: </entry>
|
|
</section>
|
|
<section name="widget_102" hint="CheckBox">
|
|
<entry id="0" hint="text">25: </entry>
|
|
</section>
|
|
<section name="widget_92" hint="CheckBox">
|
|
<entry id="0" hint="text">15: </entry>
|
|
</section>
|
|
<section name="widget_83" hint="CheckBox">
|
|
<entry id="0" hint="text">6: </entry>
|
|
</section>
|
|
<section name="widget_95" hint="CheckBox">
|
|
<entry id="0" hint="text">18: </entry>
|
|
</section>
|
|
<section name="widget_101" hint="CheckBox">
|
|
<entry id="0" hint="text">24: </entry>
|
|
</section>
|
|
<section name="widget_80" hint="CheckBox">
|
|
<entry id="0" hint="text">3: </entry>
|
|
</section>
|
|
<section name="widget_94" hint="CheckBox">
|
|
<entry id="0" hint="text">17: </entry>
|
|
</section>
|
|
<section name="widget_88" hint="CheckBox">
|
|
<entry id="0" hint="text">11: </entry>
|
|
</section>
|
|
<section name="widget_100" hint="CheckBox">
|
|
<entry id="0" hint="text">23: </entry>
|
|
</section>
|
|
<section name="widget_81" hint="CheckBox">
|
|
<entry id="0" hint="text">4: </entry>
|
|
</section>
|
|
<section name="LayerWindowLabel" hint="Label">
|
|
<entry id="0" hint="text">The layer is a 32-bit mask (uint32_t), which can be used for filtering by multiple systems (visibility, collision, picking, etc.).
|
|
- If all bits are disabled, it means the layer will be inactive in most systems.
|
|
- For ray tracing, the lower 8 bits will be used as instance inclusion mask.</entry>
|
|
</section>
|
|
<section name="widget_107" hint="CheckBox">
|
|
<entry id="0" hint="text">30: </entry>
|
|
</section>
|
|
<section name="widget_97" hint="CheckBox">
|
|
<entry id="0" hint="text">20: </entry>
|
|
</section>
|
|
<section name="widget_108" hint="CheckBox">
|
|
<entry id="0" hint="text">31: </entry>
|
|
</section>
|
|
<section name="widget_89" hint="CheckBox">
|
|
<entry id="0" hint="text">12: </entry>
|
|
</section>
|
|
<section name="widget_79" hint="CheckBox">
|
|
<entry id="0" hint="text">2: </entry>
|
|
</section>
|
|
<section name="widget_86" hint="CheckBox">
|
|
<entry id="0" hint="text">9: </entry>
|
|
</section>
|
|
<section name="widget_106" hint="CheckBox">
|
|
<entry id="0" hint="text">29: </entry>
|
|
</section>
|
|
<section name="widget_96" hint="CheckBox">
|
|
<entry id="0" hint="text">19: </entry>
|
|
</section>
|
|
<section name="widget_78" hint="CheckBox">
|
|
<entry id="0" hint="text">1: </entry>
|
|
</section>
|
|
<section name="widget_87" hint="CheckBox">
|
|
<entry id="0" hint="text">10: </entry>
|
|
</section>
|
|
<section name="widget_105" hint="CheckBox">
|
|
<entry id="0" hint="text">28: </entry>
|
|
</section>
|
|
<section name="widget_91" hint="CheckBox">
|
|
<entry id="0" hint="text">14: </entry>
|
|
</section>
|
|
<section name="NONE " hint="Button">
|
|
<entry id="0" hint="text">NONE </entry>
|
|
</section>
|
|
<section name="widget_99" hint="CheckBox">
|
|
<entry id="0" hint="text">22: </entry>
|
|
</section>
|
|
<section name="ALL " hint="Button">
|
|
<entry id="0" hint="text">ALL </entry>
|
|
</section>
|
|
<section name="widget_84" hint="CheckBox">
|
|
<entry id="0" hint="text">7: </entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Environment Probe" hint="Window">
|
|
<entry id="0" hint="text"> Környezeti szonda</entry>
|
|
<section name="widget_41" hint="Label">
|
|
<entry id="0" hint="text">Environment probes can be used to capture the scene from a specific location in a 360 degrees panorama. The probes will be used for reflections fallback, where a better reflection type is not available. The probes can affect the ambient colors slightly.
|
|
Tip: You can scale, rotate and move the probes to set up parallax correct rendering to affect a specific area only. The parallax correction will take effect inside the probe's bounds (indicated with a cyan colored box).</entry>
|
|
</section>
|
|
<section name="Refresh" hint="Button">
|
|
<entry id="0" hint="text">Refresh</entry>
|
|
<entry id="1" hint="tooltip">Re-renders the selected probe.</entry>
|
|
</section>
|
|
<section name="RealTime: " hint="CheckBox">
|
|
<entry id="0" hint="text">RealTime: </entry>
|
|
<entry id="1" hint="tooltip">Enable continuous rendering of the probe in every frame.</entry>
|
|
</section>
|
|
<section name="MSAA: " hint="CheckBox">
|
|
<entry id="0" hint="text">MSAA: </entry>
|
|
<entry id="1" hint="tooltip">Enable Multi Sampling Anti Aliasing for the probe, this will improve its quality.</entry>
|
|
</section>
|
|
<section name="Refresh All" hint="Button">
|
|
<entry id="0" hint="text">Refresh All</entry>
|
|
<entry id="1" hint="tooltip">Re-renders all probes in the scene.</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Emitter" hint="Window">
|
|
<entry id="0" hint="text"> Emitter</entry>
|
|
<section name="SPH (h): " hint="Slider">
|
|
<entry id="0" hint="text">SPH (h): </entry>
|
|
<entry id="1" hint="tooltip">Set the SPH parameter: smoothing radius</entry>
|
|
</section>
|
|
<section name="Drag: " hint="Slider">
|
|
<entry id="0" hint="text">Drag: </entry>
|
|
<entry id="1" hint="tooltip">The velocity will be multiplied with this value, so lower than 1 will slow decelerate the particles.</entry>
|
|
</section>
|
|
<section name="SPH - FluidSim: " hint="CheckBox">
|
|
<entry id="0" hint="text">SPH - FluidSim: </entry>
|
|
<entry id="1" hint="tooltip">Enable particle collisions with each other. Simulate with Smooth Particle Hydrodynamics (SPH) solver.</entry>
|
|
</section>
|
|
<section name="widget_54" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
<entry id="1" hint="tooltip">Vector Y component</entry>
|
|
</section>
|
|
<section name="widget_46" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">How many horizontal frames there are in the spritesheet.</entry>
|
|
</section>
|
|
<section name="SPH (K): " hint="Slider">
|
|
<entry id="0" hint="text">SPH (K): </entry>
|
|
<entry id="1" hint="tooltip">Set the SPH parameter: pressure constant</entry>
|
|
</section>
|
|
<section name="Mesh: " hint="ComboBox">
|
|
<entry id="0" hint="text">Mesh: </entry>
|
|
<entry id="1" hint="tooltip">Choose an mesh that particles will be emitted from...</entry>
|
|
<section name="items" />
|
|
</section>
|
|
<section name="Sorting: " hint="CheckBox">
|
|
<entry id="0" hint="text">Sorting: </entry>
|
|
<entry id="1" hint="tooltip">Enable sorting of the particles. This might slow down performance.</entry>
|
|
</section>
|
|
<section name="widget_47" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">How many vertical frames there are in the spritesheet.</entry>
|
|
</section>
|
|
<section name="SPH (p0): " hint="Slider">
|
|
<entry id="0" hint="text">SPH (p0): </entry>
|
|
<entry id="1" hint="tooltip">Set the SPH parameter: reference density</entry>
|
|
</section>
|
|
<section name="Frame Blending: " hint="CheckBox">
|
|
<entry id="0" hint="text">Frame Blending: </entry>
|
|
<entry id="1" hint="tooltip">If sprite sheet animation is in effect, frames will be smoothly blended.</entry>
|
|
</section>
|
|
<section name="Mass: " hint="Slider">
|
|
<entry id="0" hint="text">Mass: </entry>
|
|
<entry id="1" hint="tooltip">Set the mass per particle.</entry>
|
|
</section>
|
|
<section name="Scaling: " hint="Slider">
|
|
<entry id="0" hint="text">Scaling: </entry>
|
|
<entry id="1" hint="tooltip">Set the scaling of the particles based on their lifetime.</entry>
|
|
</section>
|
|
<section name="widget_51" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
<entry id="1" hint="tooltip">Vector Y component</entry>
|
|
</section>
|
|
<section name="Size: " hint="Slider">
|
|
<entry id="0" hint="text">Size: </entry>
|
|
<entry id="1" hint="tooltip">Set the size of the emitted particles.</entry>
|
|
</section>
|
|
<section name="Timestep: " hint="Slider">
|
|
<entry id="0" hint="text">Timestep: </entry>
|
|
<entry id="1" hint="tooltip">Adjust timestep for emitter simulation. -1 means variable timestep, positive means fixed timestep.</entry>
|
|
</section>
|
|
<section name="Motion blur: " hint="Slider">
|
|
<entry id="0" hint="text">Motion blur: </entry>
|
|
<entry id="1" hint="tooltip">Set the motion blur amount for the particle system.</entry>
|
|
</section>
|
|
<section name="DEBUG: " hint="CheckBox">
|
|
<entry id="0" hint="text">DEBUG: </entry>
|
|
<entry id="1" hint="tooltip">Toggle debug visualizer for emitters.</entry>
|
|
</section>
|
|
<section name="widget_45" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter a value to enable looping sprite sheet animation (frames per second). Set 0 for animation along paritcle lifetime.</entry>
|
|
</section>
|
|
<section name="Normal factor: " hint="Slider">
|
|
<entry id="0" hint="text">Normal factor: </entry>
|
|
<entry id="1" hint="tooltip">Set the velocity of the emitted particles based on the normal vector of the emitter surface.</entry>
|
|
</section>
|
|
<section name="Restitution: " hint="Slider">
|
|
<entry id="0" hint="text">Restitution: </entry>
|
|
<entry id="1" hint="tooltip">If the particles have collision enabled, then after collision this is a multiplier for their bouncing velocities</entry>
|
|
</section>
|
|
<section name="Depth Buffer: " hint="CheckBox">
|
|
<entry id="0" hint="text">Depth Buffer: </entry>
|
|
<entry id="1" hint="tooltip">Enable particle collisions with the depth buffer.</entry>
|
|
</section>
|
|
<section name="widget_50" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
<entry id="1" hint="tooltip">Vector X component</entry>
|
|
</section>
|
|
<section name="Randomness: " hint="Slider">
|
|
<entry id="0" hint="text">Randomness: </entry>
|
|
<entry id="1" hint="tooltip">Set the general randomness of the emitter.</entry>
|
|
</section>
|
|
<section name="Emit: " hint="Slider">
|
|
<entry id="0" hint="text">Emit: </entry>
|
|
<entry id="1" hint="tooltip">Set the number of particles to emit per second.</entry>
|
|
</section>
|
|
<section name="SPH (e): " hint="Slider">
|
|
<entry id="0" hint="text">SPH (e): </entry>
|
|
<entry id="1" hint="tooltip">Set the SPH parameter: viscosity constant</entry>
|
|
</section>
|
|
<section name="widget_53" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
<entry id="1" hint="tooltip">Vector X component</entry>
|
|
</section>
|
|
<section name="Color randomness: " hint="Slider">
|
|
<entry id="0" hint="text">Color randomness: </entry>
|
|
<entry id="1" hint="tooltip">Set the randomness of color for the emitted particles.</entry>
|
|
</section>
|
|
<section name="Restart Emitter" hint="Button">
|
|
<entry id="0" hint="text">Restart Emitter</entry>
|
|
<entry id="1" hint="tooltip">Restart particle system emitter</entry>
|
|
</section>
|
|
<section name="Max count: " hint="Slider">
|
|
<entry id="0" hint="text">Max count: </entry>
|
|
<entry id="1" hint="tooltip">Set the maximum amount of particles this system can handle. This has an effect on the memory budget.</entry>
|
|
</section>
|
|
<section name="Volume: " hint="CheckBox">
|
|
<entry id="0" hint="text">Volume: </entry>
|
|
<entry id="1" hint="tooltip">Enable volume for the emitter. Particles will be emitted inside volume.</entry>
|
|
</section>
|
|
<section name="widget_52" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
<entry id="1" hint="tooltip">Vector Z component</entry>
|
|
</section>
|
|
<section name="Life span: " hint="Slider">
|
|
<entry id="0" hint="text">Life span: </entry>
|
|
<entry id="1" hint="tooltip">Set the lifespan of the emitted particles (in seconds).</entry>
|
|
</section>
|
|
<section name="Rotation: " hint="Slider">
|
|
<entry id="0" hint="text">Rotation: </entry>
|
|
<entry id="1" hint="tooltip">Set the rotation velocity of the emitted particles.</entry>
|
|
</section>
|
|
<section name="widget_48" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Enter a value to enable the random sprite sheet frame selection's max frame number.</entry>
|
|
</section>
|
|
<section name="Colliders disabled: " hint="CheckBox">
|
|
<entry id="0" hint="text">Colliders disabled: </entry>
|
|
<entry id="1" hint="tooltip">Simply disables all colliders for acting on this particle system</entry>
|
|
</section>
|
|
<section name="ShaderType: " hint="ComboBox">
|
|
<entry id="0" hint="text">ShaderType: </entry>
|
|
<entry id="1" hint="tooltip">Choose a shader type for the particles. This is responsible of how they will be rendered.</entry>
|
|
<section name="items">
|
|
<entry id="0">SIMPLE</entry>
|
|
<entry id="1">SOFT</entry>
|
|
<entry id="2">DISTORTION</entry>
|
|
<entry id="3">LIGHTING</entry>
|
|
</section>
|
|
</section>
|
|
<section name="widget_55" hint="TextInputField">
|
|
<entry id="0" hint="text">0</entry>
|
|
<entry id="1" hint="tooltip">Vector Z component</entry>
|
|
</section>
|
|
<section name="Life randomness: " hint="Slider">
|
|
<entry id="0" hint="text">Life randomness: </entry>
|
|
<entry id="1" hint="tooltip">Set the randomness of lifespans for the emitted particles.</entry>
|
|
</section>
|
|
<section name="EmitterInfo" hint="Label">
|
|
<entry id="0" hint="text">No emitter object selected.</entry>
|
|
</section>
|
|
<section name="widget_49" hint="TextInputField">
|
|
<entry id="1" hint="tooltip">Specifies the starting frame of the animation.</entry>
|
|
</section>
|
|
<section name="PAUSE: " hint="CheckBox">
|
|
<entry id="0" hint="text">PAUSE: </entry>
|
|
<entry id="1" hint="tooltip">Stop simulation update.</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Name" hint="Window">
|
|
<entry id="0" hint="text"> Név</entry>
|
|
<section name="widget_109" hint="TextInputField">
|
|
<entry id="0" hint="text">Select entity to modify name...</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Spring" hint="Window">
|
|
<entry id="0" hint="text"> Rugó</entry>
|
|
<section name="Drag: " hint="Slider">
|
|
<entry id="0" hint="text">Drag: </entry>
|
|
<entry id="1" hint="tooltip">The drag affects how fast energy is lost (higher values make the spring come to rest faster)</entry>
|
|
</section>
|
|
<section name="Reset All" hint="Button">
|
|
<entry id="0" hint="text">Reset All</entry>
|
|
<entry id="1" hint="tooltip">Reset all springs in the scene to initial pose.</entry>
|
|
</section>
|
|
<section name="DEBUG: " hint="CheckBox">
|
|
<entry id="0" hint="text">DEBUG: </entry>
|
|
<entry id="1" hint="tooltip">Enabling this will visualize springs as small yellow X-es in the scene</entry>
|
|
</section>
|
|
<section name="Disabled: " hint="CheckBox">
|
|
<entry id="0" hint="text">Disabled: </entry>
|
|
<entry id="1" hint="tooltip">Disable simulation.</entry>
|
|
</section>
|
|
<section name="Wind affection: " hint="Slider">
|
|
<entry id="0" hint="text">Wind affection: </entry>
|
|
<entry id="1" hint="tooltip">How much the global wind effect affects the spring</entry>
|
|
</section>
|
|
<section name="Stretch enabled: " hint="CheckBox">
|
|
<entry id="0" hint="text">Stretch enabled: </entry>
|
|
<entry id="1" hint="tooltip">Stretch means that length from parent transform won't be preserved.</entry>
|
|
</section>
|
|
<section name="Gravity enabled: " hint="CheckBox">
|
|
<entry id="0" hint="text">Gravity enabled: </entry>
|
|
<entry id="1" hint="tooltip">Whether global gravity should affect the spring</entry>
|
|
</section>
|
|
<section name="Stiffness: " hint="Slider">
|
|
<entry id="0" hint="text">Stiffness: </entry>
|
|
<entry id="1" hint="tooltip">The stiffness affects how strongly the spring tries to orient itself to rest pose (higher values increase the jiggliness)</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Camera" hint="Window">
|
|
<entry id="0" hint="text"> Kamera</entry>
|
|
<section name="Far Plane: " hint="Slider">
|
|
<entry id="0" hint="text">Far Plane: </entry>
|
|
<entry id="1" hint="tooltip">Controls the camera's far clip plane, geometry farther than this will be clipped.</entry>
|
|
</section>
|
|
<section name="Aperture Shape Y: " hint="Slider">
|
|
<entry id="0" hint="text">Aperture Shape Y: </entry>
|
|
<entry id="1" hint="tooltip">Controls the depth of field effect's bokeh shape</entry>
|
|
</section>
|
|
<section name="Aperture Size: " hint="Slider">
|
|
<entry id="0" hint="text">Aperture Size: </entry>
|
|
<entry id="1" hint="tooltip">Controls the depth of field effect's strength</entry>
|
|
</section>
|
|
<section name="Aperture Shape X: " hint="Slider">
|
|
<entry id="0" hint="text">Aperture Shape X: </entry>
|
|
<entry id="1" hint="tooltip">Controls the depth of field effect's bokeh shape</entry>
|
|
</section>
|
|
<section name="Focal Length: " hint="Slider">
|
|
<entry id="0" hint="text">Focal Length: </entry>
|
|
<entry id="1" hint="tooltip">Controls the depth of field effect's focus distance</entry>
|
|
</section>
|
|
<section name="FOV: " hint="Slider">
|
|
<entry id="0" hint="text">FOV: </entry>
|
|
<entry id="1" hint="tooltip">Controls the camera's top-down field of view (in degrees)</entry>
|
|
</section>
|
|
<section name="Near Plane: " hint="Slider">
|
|
<entry id="0" hint="text">Near Plane: </entry>
|
|
<entry id="1" hint="tooltip">Controls the camera's near clip plane, geometry closer than this will be clipped.</entry>
|
|
</section>
|
|
</section>
|
|
<section name=" Terrain" hint="Window">
|
|
<entry id="0" hint="text"> Terep</entry>
|
|
<section name="Add Modifier: " hint="ComboBox">
|
|
<entry id="0" hint="text">Add Modifier: </entry>
|
|
<entry id="1" hint="tooltip">Add a new modifier that will affect terrain generation.</entry>
|
|
<section name="items">
|
|
<entry id="0">Perlin Noise</entry>
|
|
<entry id="1">Voronoi Noise</entry>
|
|
<entry id="2">Heightmap Image</entry>
|
|
</section>
|
|
</section>
|
|
<section name="High Altitude Region: " hint="Slider">
|
|
<entry id="0" hint="text">High Altitude Region: </entry>
|
|
<entry id="1" hint="tooltip">The region's falloff power</entry>
|
|
</section>
|
|
<section name="Prop Distance: " hint="Slider">
|
|
<entry id="0" hint="text">Prop Distance: </entry>
|
|
<entry id="1" hint="tooltip">How far out props will be generated (value is in number of chunks)</entry>
|
|
</section>
|
|
<section name="Mesh LOD Distance: " hint="Slider">
|
|
<entry id="0" hint="text">Mesh LOD Distance: </entry>
|
|
<entry id="1" hint="tooltip">Set the LOD (Level Of Detail) distance multiplier.
|
|
Low values increase LOD detail in distance</entry>
|
|
</section>
|
|
<section name="Physics Distance: " hint="Slider">
|
|
<entry id="0" hint="text">Physics Distance: </entry>
|
|
<entry id="1" hint="tooltip">How far out physics meshes will be generated (value is in number of chunks)</entry>
|
|
</section>
|
|
<section name="Generation Distance: " hint="Slider">
|
|
<entry id="0" hint="text">Generation Distance: </entry>
|
|
<entry id="1" hint="tooltip">How far out chunks will be generated (value is in number of chunks)</entry>
|
|
</section>
|
|
<section name="Low Altitude Region: " hint="Slider">
|
|
<entry id="0" hint="text">Low Altitude Region: </entry>
|
|
<entry id="1" hint="tooltip">The region's falloff power</entry>
|
|
</section>
|
|
<section name="Top Level: " hint="Slider">
|
|
<entry id="0" hint="text">Top Level: </entry>
|
|
<entry id="1" hint="tooltip">Terrain mesh grid topmost level</entry>
|
|
</section>
|
|
<section name="Preset: " hint="ComboBox">
|
|
<entry id="0" hint="text">Preset: </entry>
|
|
<entry id="1" hint="tooltip">Select a terrain preset</entry>
|
|
<section name="items">
|
|
<entry id="0">Hills</entry>
|
|
<entry id="1">Islands</entry>
|
|
<entry id="2">Mountains</entry>
|
|
<entry id="3">Arctic</entry>
|
|
</section>
|
|
</section>
|
|
<section name="Seed: " hint="Slider">
|
|
<entry id="0" hint="text">Seed: </entry>
|
|
<entry id="1" hint="tooltip">Seed for terrain randomness</entry>
|
|
</section>
|
|
<section name="Tessellation: " hint="CheckBox">
|
|
<entry id="0" hint="text">Tessellation: </entry>
|
|
<entry id="1" hint="tooltip">Specify whether tessellation is enabled for terrain surface.
|
|
Tessellation requires GPU hardware support
|
|
Tessellation doesn't work with raytracing effects or Visibility Compute Shading rendering mode.</entry>
|
|
</section>
|
|
<section name="Removal: " hint="CheckBox">
|
|
<entry id="0" hint="text">Removal: </entry>
|
|
<entry id="1" hint="tooltip">Automatically remove chunks that are farther than generation distance around center chunk.</entry>
|
|
</section>
|
|
<section name="Grass: " hint="CheckBox">
|
|
<entry id="0" hint="text">Grass: </entry>
|
|
<entry id="1" hint="tooltip">Specify whether grass generation is enabled.</entry>
|
|
</section>
|
|
<section name="Prop Density: " hint="Slider">
|
|
<entry id="0" hint="text">Prop Density: </entry>
|
|
<entry id="1" hint="tooltip">Modifies overall prop density.</entry>
|
|
</section>
|
|
<section name="Chunk Scale: " hint="Slider">
|
|
<entry id="0" hint="text">Chunk Scale: </entry>
|
|
<entry id="1" hint="tooltip">Size of one chunk in horizontal directions.
|
|
Larger chunk scale will cover larger distance, but will have less detail per unit.</entry>
|
|
</section>
|
|
<section name="Slope Region: " hint="Slider">
|
|
<entry id="0" hint="text">Slope Region: </entry>
|
|
<entry id="1" hint="tooltip">The region's falloff power</entry>
|
|
</section>
|
|
<section name="Grass Length: " hint="Slider">
|
|
<entry id="0" hint="text">Grass Length: </entry>
|
|
<entry id="1" hint="tooltip">Modifies overall grass length.</entry>
|
|
</section>
|
|
<section name="Bottom Level: " hint="Slider">
|
|
<entry id="0" hint="text">Bottom Level: </entry>
|
|
<entry id="1" hint="tooltip">Terrain mesh grid lowest level</entry>
|
|
</section>
|
|
<section name="Grass Density: " hint="Slider">
|
|
<entry id="0" hint="text">Grass Density: </entry>
|
|
<entry id="1" hint="tooltip">Modifies overall grass density.</entry>
|
|
</section>
|
|
<section name="Save Heightmap..." hint="Button">
|
|
<entry id="0" hint="text">Save Heightmap...</entry>
|
|
<entry id="1" hint="tooltip">Save a heightmap texture from the currently generated terrain, where the red channel corresponds to terrain height and the resolution to dimensions.
|
|
The heightmap will be normalized into 8bit PNG format which can result in precision loss!</entry>
|
|
</section>
|
|
<section name="Center to Cam: " hint="CheckBox">
|
|
<entry id="0" hint="text">Center to Cam: </entry>
|
|
<entry id="1" hint="tooltip">Automatically generate chunks around camera. This sets the center chunk to camera position.</entry>
|
|
</section>
|
|
<section name="Physics: " hint="CheckBox">
|
|
<entry id="0" hint="text">Physics: </entry>
|
|
<entry id="1" hint="tooltip">Specify whether physics is enabled for newly generated terrain chunks.</entry>
|
|
</section>
|
|
<section name="Grass Distance: " hint="Slider">
|
|
<entry id="0" hint="text">Grass Distance: </entry>
|
|
<entry id="1" hint="tooltip">Modifies grass view distance.</entry>
|
|
</section>
|
|
</section>
|
|
</section>
|
|
<section name="" hint="Button">
|
|
<entry id="1" hint="tooltip">Méretezés
|
|
Hotkey: 3</entry>
|
|
</section>
|
|
<section name="Full screen" hint="Button">
|
|
<entry id="1" hint="tooltip">Átváltás teljes képernyős módra</entry>
|
|
</section>
|
|
<section name="" hint="Button">
|
|
<entry id="1" hint="tooltip">Az utoljára használt (különálló) szkript futtatása.
|
|
Új szkriptet a Megnyitás gombbal nyithatsz meg.</entry>
|
|
</section>
|
|
<section name="Bug report" hint="Button">
|
|
<entry id="1" hint="tooltip">Egy böngészőablak megnyitása hibajelentés gyanánt.
|
|
URL: https://github.com/turanszkij/WickedEngine/issues/new</entry>
|
|
</section>
|
|
<section name="Open" hint="Button">
|
|
<entry id="1" hint="tooltip">Nyiss meg egy új jelenetet, importálj modellt, vagy futtass egy új szkriptet...</entry>
|
|
</section>
|
|
<section name="Profiler" hint="Window">
|
|
<entry id="1" hint="tooltip">Nézd meg a mérési eredményeket</entry>
|
|
<entry id="0" hint="text">Mérések</entry>
|
|
</section>
|
|
<section name="Exit" hint="Button">
|
|
<entry id="1" hint="tooltip">Kilépés</entry>
|
|
</section>
|
|
<section name="" hint="Button">
|
|
<entry id="1" hint="tooltip">Forgatás
|
|
Hotkey: 2</entry>
|
|
</section>
|
|
</section>
|