From 848f6730cb941beddb393bd585c476758f266a90 Mon Sep 17 00:00:00 2001 From: Swyter Date: Wed, 15 May 2024 08:58:19 +0200 Subject: [PATCH] =?UTF-8?q?translations:=20Stub=20Japanese=20support=20for?= =?UTF-8?q?=20@tos1.=20Change=20Espa=C3=B1ol=20->=20Castellano=20in=20the?= =?UTF-8?q?=20language=20list,=20more=20Spanish=20translation=20improvemen?= =?UTF-8?q?ts.?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- main.cpp | 1 + main_create.cpp | 6 +- mainwindow.cpp | 3 +- mainwindow.h | 3 +- openBrf.pro | 1 + resource.qrc | 1 + translations/openbrf_de.ts | 392 +-- translations/openbrf_en.ts | 392 +-- translations/openbrf_es.qm | Bin 151825 -> 151825 bytes translations/openbrf_es.ts | 26 +- translations/openbrf_ja.qm | Bin 0 -> 88 bytes translations/openbrf_ja.ts | 5256 ++++++++++++++++++++++++++++++++++++ translations/openbrf_zh.ts | 392 +-- 13 files changed, 5868 insertions(+), 605 deletions(-) create mode 100644 translations/openbrf_ja.qm create mode 100644 translations/openbrf_ja.ts diff --git a/main.cpp b/main.cpp index bf501bd..da5f492 100644 --- a/main.cpp +++ b/main.cpp @@ -78,6 +78,7 @@ int main(int argc, char* argv[]) case 2: loc = QString("zh_CN");break; case 3: loc = QString("es");break; case 4: loc = QString("de");break; + case 5: loc = QString("ja");break; } translator.load(QString(":/translations/openbrf_%1.qm").arg(loc)); diff --git a/main_create.cpp b/main_create.cpp index 8daf2b6..8da1c2e 100644 --- a/main_create.cpp +++ b/main_create.cpp @@ -396,16 +396,18 @@ void MainWindow::createMenus() lang -> addAction( optionLanguage[1] = new QAction("English",this) ); lang -> addAction( optionLanguage[2] = new QAction(QString::fromUtf8("中文(简体)"),this ) ); lang -> addAction( optionLanguage[4] = new QAction("Deutsche",this) ); - lang -> addAction( optionLanguage[3] = new QAction(QString::fromUtf8("Español"),this) ); + lang -> addAction( optionLanguage[3] = new QAction(QString::fromUtf8("Castellano"),this) ); + lang -> addAction( optionLanguage[5] = new QAction(QString::fromUtf8("日本語"),this) ); lang -> addSeparator(); lang -> addAction( optionLanguageCustom = new QAction(tr("Test a custom translation file..."),this) ); - for (int i=0; i<4; i++) optionLanguage[i]->setCheckable(true); + for (int i=0; i<6; i++) optionLanguage[i]->setCheckable(true); connect(optionLanguage[0],SIGNAL(triggered()), this, SLOT(optionLanguageSet0())); connect(optionLanguage[1],SIGNAL(triggered()), this, SLOT(optionLanguageSet1())); connect(optionLanguage[2],SIGNAL(triggered()), this, SLOT(optionLanguageSet2())); connect(optionLanguage[3],SIGNAL(triggered()), this, SLOT(optionLanguageSet3())); connect(optionLanguage[4],SIGNAL(triggered()), this, SLOT(optionLanguageSet4())); + connect(optionLanguage[5],SIGNAL(triggered()), this, SLOT(optionLanguageSet5())); connect(optionLanguageCustom,SIGNAL(triggered()), this, SLOT(optionLanguageSetCustom())); diff --git a/mainwindow.cpp b/mainwindow.cpp index 5690a53..09574bb 100644 --- a/mainwindow.cpp +++ b/mainwindow.cpp @@ -4000,6 +4000,7 @@ void MainWindow::optionLanguageSet1(){setLanguage(1);} void MainWindow::optionLanguageSet2(){setLanguage(2);} void MainWindow::optionLanguageSet3(){setLanguage(3);} void MainWindow::optionLanguageSet4(){setLanguage(4);} +void MainWindow::optionLanguageSet5(){setLanguage(5);} void MainWindow::optionLanguageSetCustom(){ if (maybeSave()) { @@ -4026,7 +4027,7 @@ void MainWindow::setLanguage(int k){ //QMessageBox::information(this,"OpenBrf",tr("Language changed:\nRerun OpenBrf for changes to take place")); } - for (int i=0; i<4; i++) optionLanguage[i]->setChecked(i==k); + for (int i=0; i<6; i++) optionLanguage[i]->setChecked(i==k); curLanguage = k; } diff --git a/mainwindow.h b/mainwindow.h index 26df4b3..9afda35 100644 --- a/mainwindow.h +++ b/mainwindow.h @@ -288,6 +288,7 @@ private slots: void optionLanguageSet2(); void optionLanguageSet3(); void optionLanguageSet4(); + void optionLanguageSet5(); void optionLanguageSetCustom(); void optionSetBgColor(); void optionLodSettings(); @@ -550,7 +551,7 @@ public slots: QAction *optionAutoFixTextureInfo; // unused QAction *optionAutoZoomUseGlobal; QAction *optionAutoZoomUseSelected; - QAction *optionLanguage[6]; + QAction *optionLanguage[7]; QAction *optionLanguageCustom; QAction *optionInferMaterialOn; QAction *optionInferMaterialOff; diff --git a/openBrf.pro b/openBrf.pro index a69f002..71a2e0e 100644 --- a/openBrf.pro +++ b/openBrf.pro @@ -136,6 +136,7 @@ TRANSLATIONS += translations/openbrf_zh.ts TRANSLATIONS += translations/openbrf_en.ts TRANSLATIONS += translations/openbrf_es.ts TRANSLATIONS += translations/openbrf_de.ts +TRANSLATIONS += translations/openbrf_ja.ts RC_FILE = openBrf.rc win32 { DEFINES += NOMINMAX diff --git a/resource.qrc b/resource.qrc index 91f4a90..f4d1832 100644 --- a/resource.qrc +++ b/resource.qrc @@ -13,6 +13,7 @@ icons/ico_mid.png icons/ico_right.png translations/openbrf_es.qm + translations/openbrf_ja.qm carry_positions.txt diff --git a/translations/openbrf_de.ts b/translations/openbrf_de.ts index fd5a8fe..f2beeb0 100644 --- a/translations/openbrf_de.ts +++ b/translations/openbrf_de.ts @@ -2037,7 +2037,7 @@ p, li { white-space: pre-wrap; } MainWindow - + Navigate: cannot find "%1" in current module Navigiere: kann "%1" im aktuellen Modul nicht finden @@ -2624,247 +2624,247 @@ to add a frame to. Systemstandard - + Test a custom translation file... Probiere eine individuelle Sprachdatei - + manual edits - + edit flags - + (keep shift pressed to multiply) - + &New Neu - + Create a new file Erstelle eine neue Datei - + &Open... Öffnen... - + Open an existing file Öffne eine existierende Datei - + &Save Speichern - + Save the document to disk Speichere das Dokument auf der Festplatte - + Cut Ausschneiden - + Cut currently selected objects. Schneide momentan ausgewählte Objekte. - + Copy Kopieren - + Copy currently selected objects in the clipboard. Kopiere momentan ausgewählte Objekte in die Zwischenablage. - + Add to Clipboard Füge zur Zwischenablage hinzu - + Add currently selected objects to clipboard. Füge ausgewählte Objekte zur Zwischenablage hinzu. - + Paste Einsetzen - + Paste objects from the clipboard into currect BRF. Füge Objekte aus der Zwischenablage in die aktuelle BRF ein. - + Cut frame Schneide Bild aus - + Cut current frame of a vertex animated mesh. Schneide aktuelles Bild von einem Vertex animierten Strukturgitter. - + Copy frame Kopiere Bild - + Copy current frame of a vertex animated mesh. Kopiere aktuelles Bild von einem animierten Strukturgitter. - + Copy complete Komplett kopieren - + Copy selected objects plus everything used by them. Kopiere die markierten Objekte und alles dazugehörige. - + Copy hit-boxes Kopiere Trefferkästen - + Copy hitboxes of current skeleton, as defined in XML file. Kopiere die Trefferboxen des aktuellen Skeletts wie in der XML-Datei. - + Cut complete Komplett herausschneiden - + Cut selected objects plus everything used by them. Ausgewählte Objekte und alles dazugehörige herausschneiden. - + Paste frame Setze Bild ein - + Paste frame from clipboard as next frame in the current vertex animated mesh Setze Bild von der Zwischenablage als nächstes Bild in das Vertex animierte Strukturgitter ein - + Paste skinning Setze skinning ein - + Make a skinning for current mesh(-es) similar to one of the meshes in the clipboard. Erstelle ein skinning für das Strukturgitter, ähnlich dem Strukturgitter in der Zwischenablage. - + Transfer vert colors from the mesh in the clipboard %1. Verschiebe die Vertfarben des Strukturgitters in Zwischenablage %1. - + Try to transfer vert animations (good for face morph, can work only for very similar meshes). - + Transfer lower parts of this ani from the animation in the clipboard. - + Transfer timings of vertex or skeletal animation in clipboard into other animation(s). - + Create scene prop code for module - + Create scene prop text for current meshes and collision bodies - + Enter vertex-data editor - + Exit vertex-data editor - + Refresh all - + See objects combined (when multiple things are selected) - + See object side-to-side (when multiple things are selected) - + auto - + See sub-parts combined (when multiple things are selected) - + Paste lower parts of animations - + Paste modifications Setze Modifizierungen ein - + Move vertices of current mesh according to a 2 frame mesh animation. Bewege Vertexes des Strukturgitters anhand einer 2 Bild Strukturgitteranimation. - + Paste timings Füge Zeitintervalle ein @@ -2873,177 +2873,177 @@ to add a frame to. Füge Zeitintervalle für Vertex/Skelett-Animation von Zwischenablage in weitere Animation(en). - + Paste hit-boxes - + Paste hit-boxes into current skeleton. - + Save &As... Speichern als... - + Save the document under a new name Speichere das Dokument unter einem neuen Namen - + Save module hitbox-sets for all skeletons - + E&xit Ende - + Alt+F4 Alt+F4 - + Exit the application Beende diese Anwendung - + On mesh recoloring (info)... - + Measure with ruler - + Use a ruler to measure object lenghts - + Measure with Floating Probe - + Use the Floating Probe -- click on the 3D object rendering to position it - + Static mesh... - + Skinned mesh... - + Frame of vertex-animated mesh... - + Vertex-animated mesh... - + Skeleton... - + Skeletal animation... - + Collision body... - + Anything from a BRF... - + New Material... - + New Texture... - + New Shader... - + New Menu Background... - + shift+right - + Find... - + Change current Module... - + Open Module folder in file explorer - + Next BRF in module - + Open next BRF file as defined in module.ini - + Prev BRF in module - + Open previous BRF file as defined in module.ini - + Export names... - + Paste texture coords @@ -3128,97 +3128,97 @@ to add a frame to. - + Paste into mesh (matches LODs) - + Merge mesh in clipboard with selected mesh(es). Matches LOD - + Transfer texture coordiante from the mesh in the clipboard. - + Paste vert colors - + Paste vert animations - + Preview-shaders diagnostics - + Tell me about the preview hader that is being used now. - + Why the checkerboard pattern? Wieso das Schachbrettmuster? - + Diagnose why I'm seeing a checkboard pattern instead of my texture. Analysiere, wieso ich das Schachbrettmuster, anstelle von meiner Textur sehe. - + About Über - + F1 F1 - + About OpenBRF Über OpenBRF - + _ _ - + Sort entries Ordne Einträge - + Sort current entries alphabetically Ordne Einträge alphabetisch - + Invert selection - + Invert current selection - + Select all - + Select all items @@ -3227,7 +3227,7 @@ to add a frame to. Stationäres Strukturgitter - + Import a static Mesh Importiere ein stationäres Strukturgitter @@ -3236,7 +3236,7 @@ to add a frame to. Verknüpftes Strukturgitter - + Import skinned (skeletal animable) Mesh Importiere verknüpftes (animierbares Skelett) Strukturgitter @@ -3245,7 +3245,7 @@ to add a frame to. Bild eines Vertexanimierten Strukturgitters - + Import a static mesh and add it as a vertex-animation frame of current Mesh Importiere ein stationäres Strukturgitter and füge es als Vertexanimiertes Bild zum existierenden Strukturgitters hinzu @@ -3254,7 +3254,7 @@ to add a frame to. Vertexanimiertes Strukturgitter - + Import a vertex animated mesh from a MD3 file Importiere ein Vertexanimiertes Strukturgitter von einer MD3- Datei @@ -3264,7 +3264,7 @@ to add a frame to. Skelett - + Import a Skeleton Importiere ein Skelett @@ -3273,7 +3273,7 @@ to add a frame to. Skelettanimation - + Import a skeletal Animation Importiere eine Skelettanimation @@ -3282,7 +3282,7 @@ to add a frame to. Kollisionskörper - + Import an (multi-object) OBJ mesh as a Collision object. Importiere ein (multi-objekt) OBJ Strukturgitter als ein Kollisionsobjekt. @@ -3291,7 +3291,7 @@ to add a frame to. Irgendetwas von einer BRF - + Import all content form another BRF file into current one. Importiere den gesamten Inhalt von einer anderen BRF-Datei in die momentan genutzte. @@ -3300,7 +3300,7 @@ to add a frame to. Neues Material - + Make a new Material object. Erstelle ein neues Material Objekt. @@ -3309,7 +3309,7 @@ to add a frame to. Neue Textur - + Make a new Texture object from a dds texture Erstelle ein neues Textur-Objekt von einer dds Textur @@ -3318,7 +3318,7 @@ to add a frame to. Neue Shattierung - + Enlist a new Shader Neue Shattierung eintragen @@ -3327,12 +3327,12 @@ to add a frame to. Neues Hintergrundmenü - + Add a Menu Background (Mesh, Material, and Texture) Füge ein Hintergrundmenü (Strukturgitter, Material and Textur) ein - + follow link Folge Link @@ -3341,12 +3341,12 @@ to add a frame to. Strg+Rechts - + Go from a mesh to used material; go from a material to used textures/shader Gehe vom Strukturgitter zu einem genutzten Material; Gehe von einem Material zu einer genutzten Textur/Shattierung - + follow back-link Folge Rücklink @@ -3355,17 +3355,17 @@ to add a frame to. Strg+Links - + Go back to the mesh (from a material) or material (from texture or shaders). Gehe zurück zum Strukturgitter (vom Material) oder Material (von einer Textur/Shattierung) - + next back-link Nächster Zurücklink - + prev back-link Vorheriger Zurücklink @@ -3374,8 +3374,8 @@ to add a frame to. Finde - - + + ctrl+F Strg+F @@ -3384,27 +3384,27 @@ to add a frame to. Aktualisiere - + Reload ini files, brf files inside it, and dds textures Lade alle ini Dateien, brf Dateien, sowie dds Texturen neu - + F5 F5 - + Scan module for usages Überprüfe Modul auf Nutzung - + Scans module content and txt files, to compute what uses what Prüfe Modulinhalt und txt-Dateien, um herauszufinden was was benutzt. - + F3 F3 @@ -3413,42 +3413,42 @@ to add a frame to. Ändere momentanes Modul - + Choose the current module Wähle das aktuelle Modul - + Open Module folder in explorer... - + Export al the contnt in a txt file - + Scan module for errors Prüfe Modul auf Fehler - + ctrl+E Strg+E - + Scan module.ini and included brf files for inconsistencies. Prüfe module.ini und brf-Dateien auf Unstimmigkeiten - + Find in module... - + Select a BRF in module... @@ -3457,7 +3457,7 @@ to add a frame to. Finde in Modul - + Look for an object in all brf listed inside current module.ini. Suche nach einem Objekt in allen in current module.ini aufgelisteten brf Dateien. @@ -3466,82 +3466,82 @@ to add a frame to. Wähle ein BRF in dem Modul - + Select a BRF file of this module. Wähle eine BRF-Datei in diesem Modul aus. - + F7 F7 - + Show unreferenced texture files Zeige nicht genutzte Texturdateien - + Show texture files non referenced in any brf Zeige Texturedateien, welche in allen brf's unreferenziert sind - + Show module stats Zeige Modulstatistik - + Show statistics for current Module Zeige Statistik für das aktuelle Modul - + &Repeat last command - + Register BRF extension Registriere BRF Endung - + Make so that clicking on a brf file opens OpenBRF. Setze OpenBRF als Standardprogramm für brf-Dateien. - + default Default - + Default mode: rotate objects with mouse, zoom in/out with wheel. Standardmodus: Drehe Objekte mit Maus, zoom ein/aus mit dem Mausrad. - + helmet Helm - + Helmet mode: for objects with vertical Z axis, like M&B helmets or weapons. Helm Modus: Für Objekte mit vertikaler Z-Axe, wie M&B Helme oder Waffen. - + scene Szene - + Scene mode: navigate with mouse and WASD (levitate with wheel, zoom with shift) Szenenmodus: Navigiere mit Maus und WASD (Bewegen mit Mausrad, zoomen mit Shift) - + combo Kombo @@ -3550,7 +3550,7 @@ to add a frame to. Bei Auswahl mehrerer Sachen, zeige Objekte verbunden an - + aside daneben @@ -3559,12 +3559,12 @@ to add a frame to. Zeige Objekte Seite an Seite, wenn mehrere Sachen ausgewählt werden - + mult-view: Vielfache Ansicht - + view-mode: Anzeigemodus: @@ -3773,7 +3773,7 @@ to add a frame to. - + OpenBrf OpenBRF @@ -4211,7 +4211,7 @@ Paste at will! Kopiere Skinning in ein anderes Strukturgitter - + &Repeat %1 @@ -4318,27 +4318,27 @@ Paste at will! Animation %2 wurde in %1 Einzelteile zerlegt -- neue animation.txt Datei wurde in %3 gespeichert! - + <p>You are saving into the generic OpenBRF reference file <br>"%1"</p><p>Would you rather save in the reference file <i>specific</i> for Module %3<br>"%2"<br>?</p> - + Cannot save reference file! Kann Referenzdatei nicht speichern! - + Editing reference file... Ändere Referenzdatei... - + Cannot load %1. Kann %1 nicht laden. - + You are saving a CommonRes file! (i.e. not one specific of this module). @@ -4349,57 +4349,57 @@ Are you sure? Sind Sie sicher? - + Cannot write file %1. Kann Datei %1 nicht schreiben. - + File saved! Datei gespeichert! - + Open File Öffne Datei - + Resource (*.brf) Ressource (*.brf) - + Reference file saved! Referenzdatei gespeichert! - + M&B Resource (*.brf) M&B Ressource (*.brf) - + WarBand Resource v.1 (*.brf) WarBand Ressource v.1 (*.brf) - + Save File Speichere Datei - + [not in module.ini] [Nicht in module.ini] - + %1%2 %1%2 - + %1 - %2%3%4 %1 - %2%3%4 @@ -4408,27 +4408,27 @@ Sind Sie sicher? %1 - Ändere intere Referenzdaten%2 - + %5 %1 brf files from module.ini of "%3"-- %2 msec total [%4 text/mat/shad] %5 %1 brf-Dateien von module.ini von "%3"-- %2 msec total [%4 Text/Mat/Shat] - + scanned geprüft - + ERRORS found while scanning FEHLER beim Überprüfen gefunden - + Shader Requirements - + Shader flags @@ -4445,32 +4445,32 @@ Sind Sie sicher? Navigiere nach rechts: Pos = %1 - + &%1 %2 &%1 %2 - + New Lod parameters set - + Cancelled - + Collision objects flags - + Mesh flags Texturflaggen - + Texture flags @@ -4575,49 +4575,49 @@ Activate ruler tool? - + You are trying to save meshes with tangent directions in M&B 1.011 file format. Unfortunately, tangent directions can only be saved in Warband file format. Tangent directions will not be saved... - + %1 - editing internal reference data %3 %2 - + (for [%1] mod) - + Redone %1 - + Undone %1 - + Undo %1 - + Undo - + Redo %1 - + Redo @@ -4670,7 +4670,7 @@ Tangent directions will not be saved... Bumpmap umdrehen - + Material flags Materialflaggen diff --git a/translations/openbrf_en.ts b/translations/openbrf_en.ts index e1f504a..4c6ed96 100644 --- a/translations/openbrf_en.ts +++ b/translations/openbrf_en.ts @@ -1843,7 +1843,7 @@ ze MainWindow - + Navigate: cannot find "%1" in current module @@ -2337,352 +2337,352 @@ to add a frame to. - + Test a custom translation file... - + &New - + Create a new file - + &Open... - + Open an existing file - + &Save - + Save the document to disk - + Cut - + Cut currently selected objects. - + Copy - + Copy currently selected objects in the clipboard. - + Add to Clipboard - + Add currently selected objects to clipboard. - + Paste - + Paste objects from the clipboard into currect BRF. - + Cut frame - + Cut current frame of a vertex animated mesh. - + Copy frame - + Copy current frame of a vertex animated mesh. - + Copy complete - + Copy selected objects plus everything used by them. - + Copy hit-boxes - + Copy hitboxes of current skeleton, as defined in XML file. - + Cut complete - + Cut selected objects plus everything used by them. - + Paste frame - + Paste frame from clipboard as next frame in the current vertex animated mesh - + Paste skinning - + Make a skinning for current mesh(-es) similar to one of the meshes in the clipboard. - + Transfer vert colors from the mesh in the clipboard %1. - + Try to transfer vert animations (good for face morph, can work only for very similar meshes). - + Transfer lower parts of this ani from the animation in the clipboard. - + Transfer timings of vertex or skeletal animation in clipboard into other animation(s). - + Paste lower parts of animations - + Paste modifications - + Move vertices of current mesh according to a 2 frame mesh animation. - + Paste timings - + Paste hit-boxes - + Paste hit-boxes into current skeleton. - + Save &As... - + Save the document under a new name - + Save module hitbox-sets for all skeletons - + Create scene prop code for module - + Create scene prop text for current meshes and collision bodies - + E&xit - + Alt+F4 - + Exit the application - + Why the checkerboard pattern? - + Diagnose why I'm seeing a checkboard pattern instead of my texture. - + On mesh recoloring (info)... - + About - + F1 - + About OpenBRF - + _ - + Enter vertex-data editor - + Exit vertex-data editor - + Sort entries - + Sort current entries alphabetically - + Invert selection - + Invert current selection - + Select all - + Select all items - + Measure with ruler - + Use a ruler to measure object lenghts - + Measure with Floating Probe - + Use the Floating Probe -- click on the 3D object rendering to position it - + Import a static Mesh - + Import skinned (skeletal animable) Mesh - + Import a static mesh and add it as a vertex-animation frame of current Mesh - + Import a vertex animated mesh from a MD3 file @@ -2692,148 +2692,148 @@ to add a frame to. - + Import a Skeleton - + Import a skeletal Animation - + Import an (multi-object) OBJ mesh as a Collision object. - + Import all content form another BRF file into current one. - + Make a new Material object. - + Make a new Texture object from a dds texture - + Enlist a new Shader - + Add a Menu Background (Mesh, Material, and Texture) - + follow link - + Go from a mesh to used material; go from a material to used textures/shader - + follow back-link - + Go back to the mesh (from a material) or material (from texture or shaders). - + next back-link - + prev back-link - - + + ctrl+F - + Reload ini files, brf files inside it, and dds textures - + F5 - + Scan module for usages - + Scans module content and txt files, to compute what uses what - + F3 - + Choose the current module - + Open Module folder in explorer... - + Export al the contnt in a txt file - + Scan module for errors - + ctrl+E - + Scan module.ini and included brf files for inconsistencies. - + Find in module... - + Select a BRF in module... - + Look for an object in all brf listed inside current module.ini. @@ -2948,282 +2948,282 @@ to add a frame to. - + manual edits - + edit flags - + (keep shift pressed to multiply) - + Paste into mesh (matches LODs) - + Merge mesh in clipboard with selected mesh(es). Matches LOD - + Paste texture coords - + Transfer texture coordiante from the mesh in the clipboard. - + Paste vert colors - + Paste vert animations - + Preview-shaders diagnostics - + Tell me about the preview hader that is being used now. - + Static mesh... - + Skinned mesh... - + Frame of vertex-animated mesh... - + Vertex-animated mesh... - + Skeleton... - + Skeletal animation... - + Collision body... - + Anything from a BRF... - + New Material... - + New Texture... - + New Shader... - + New Menu Background... - + shift+right - + Find... - + Refresh all - + Change current Module... - + Open Module folder in file explorer - + Next BRF in module - + Open next BRF file as defined in module.ini - + Prev BRF in module - + Open previous BRF file as defined in module.ini - + Export names... - + Select a BRF file of this module. - + F7 - + Show unreferenced texture files - + Show texture files non referenced in any brf - + Show module stats - + Show statistics for current Module - + &Repeat last command - + Register BRF extension - + Make so that clicking on a brf file opens OpenBRF. - + default - + Default mode: rotate objects with mouse, zoom in/out with wheel. - + helmet - + Helmet mode: for objects with vertical Z axis, like M&B helmets or weapons. - + scene - + Scene mode: navigate with mouse and WASD (levitate with wheel, zoom with shift) - + combo - + See objects combined (when multiple things are selected) - + See object side-to-side (when multiple things are selected) - + auto - + See sub-parts combined (when multiple things are selected) - + aside - + mult-view: - + view-mode: @@ -3412,7 +3412,7 @@ to add a frame to. - + OpenBrf @@ -3839,22 +3839,22 @@ Proceed? - + Cannot save reference file! - + Editing reference file... - + Cannot load %1. - + You are saving a CommonRes file! (i.e. not one specific of this module). @@ -3862,137 +3862,137 @@ Are you sure? - + Cannot write file %1. - + File saved! - + Open File - + Resource (*.brf) - + Reference file saved! - + M&B Resource (*.brf) - + WarBand Resource v.1 (*.brf) - + Save File - + [not in module.ini] - + %1%2 - + %1 - %2%3%4 - + Redone %1 - + Undone %1 - + Undo %1 - + Undo - + Redo %1 - + Redo - + &Repeat %1 - + %5 %1 brf files from module.ini of "%3"-- %2 msec total [%4 text/mat/shad] - + scanned - + ERRORS found while scanning - + &%1 %2 - + New Lod parameters set - + Cancelled - + Collision objects flags - + Mesh flags - + Texture flags @@ -4080,34 +4080,34 @@ Activate ruler tool? - + <p>You are saving into the generic OpenBRF reference file <br>"%1"</p><p>Would you rather save in the reference file <i>specific</i> for Module %3<br>"%2"<br>?</p> - + You are trying to save meshes with tangent directions in M&B 1.011 file format. Unfortunately, tangent directions can only be saved in Warband file format. Tangent directions will not be saved... - + %1 - editing internal reference data %3 %2 - + (for [%1] mod) - + Shader Requirements - + Shader flags @@ -4187,7 +4187,7 @@ Overwrite it? - + Material flags diff --git a/translations/openbrf_es.qm b/translations/openbrf_es.qm index d6c5103b6a3d07da2c997c838925e99784d02077..3544890b2da0e40af4cee19b699efcd915def70c 100644 GIT binary patch delta 28 kcmbQZh;!m1&J9MYj7iPLs@siK86}MwlehauFdq2<0Ep8GmjD0& delta 28 kcmbQZh;!m1&J9MYj84tQs@siK86}Mwowxf&Fdq2<0EM#&R{#J2 diff --git a/translations/openbrf_es.ts b/translations/openbrf_es.ts index 2b4ec5d..fe3cbfd 100644 --- a/translations/openbrf_es.ts +++ b/translations/openbrf_es.ts @@ -5,7 +5,7 @@ AskBoneDialog Dialog - Montar un modelo en un Hueso + Montar un modelo en un hueso @@ -148,7 +148,7 @@ seams hard Show all bits - Mostrar todos los Bits + Mostrar todos los bits show all @@ -160,7 +160,7 @@ seams hard No Lighting - Sin Luz + Sin luz No Z-write @@ -2294,7 +2294,7 @@ p, li { white-space: pre-wrap; } Open Brf - OpenBRF | Traducido al Castellano por Swyter + OpenBRF | Traducido al castellano por Swyter @@ -2930,7 +2930,7 @@ al que añadir un fotograma o cuadro. Idioma del sistema - + Test a custom translation file... Probar una traducción personalizada... @@ -2939,7 +2939,7 @@ al que añadir un fotograma o cuadro. Aprender como feminizar armaduras desde los modelos seleccionados. - + always use shared reference files ("<OpenBRF-folder>/reference.brf") Compartir siempre archivos de referencia («<carpeta-de-OpenBRF>/reference.brf») @@ -2949,7 +2949,7 @@ al que añadir un fotograma o cuadro. Modo de archivo de referencia - + manual edits edición manual @@ -4071,12 +4071,12 @@ al que añadir un fotograma o cuadro. - + OpenBrf OpenBRF - + %1 been modified. Save changes? %1 ha sido modificado. @@ -4489,7 +4489,7 @@ Escribe el nuevo aquí: La animación %2 se ha dividido en %1 trozos -- ¡Nuevo actions.txt guardado en "%3"! - + &Repeat %1 &Repetir %1 @@ -4797,7 +4797,7 @@ Las direcciones tangentes no se guardarán... Indicadores de textura - + Skeleton hitboxes have been modified.<br/>Save changes in /Data/skeleton_bodies.xml? Los cuerpos de colisión han sido modificados. <br/>¿Guardar cambios en /Data/skeleton_bodies.xml? @@ -5144,7 +5144,7 @@ Utiliza la regla incluida con OpenBRF para introducir el tamaño de «%2». ¿Quieres activar la regla ahora? - + <p>You are saving into the generic OpenBRF reference file <br>"%1"</p><p>Would you rather save in the reference file <i>specific</i> for Module %3<br>"%2"<br>?</p> <p>Estás guardando en el archivo de referencia genérico de OpenBRF <br>"%1"</p><p>¿Querrías guardarlo en un archivo de referencia para utilizarlo <i>exclusivamente</i> en el </i> módulo %3<br>"%2"<br>?</p> @@ -6679,7 +6679,7 @@ en la línea %3: TT - + new_%1 nuevo_%1 diff --git a/translations/openbrf_ja.qm b/translations/openbrf_ja.qm new file mode 100644 index 0000000000000000000000000000000000000000..e78b8d59a52571e00083f44529f02085bf54ee9e GIT binary patch literal 88 zcmcE7ks@*G{hX<16=n7(EZlq7iGhKEgM0N_WgyLv3B+d1K!UGJH+mL>0)qyF8bcm~ jCI?884Tw2|Q%g!R)$-Dd*?~MR-^9$k@XWlF{BlMBH^dc< literal 0 HcmV?d00001 diff --git a/translations/openbrf_ja.ts b/translations/openbrf_ja.ts new file mode 100644 index 0000000..609217b --- /dev/null +++ b/translations/openbrf_ja.ts @@ -0,0 +1,5256 @@ + + + + + AskBoneDialog + + + OpenBRF + + + + + Reference skeleton: + + + + + bone: + + + + + This mesh is not skinned: + + + + + Select a skeleton and a bone to attach this mesh to. + + + + + at origin + + + + + in the correct final position + + + + + Piece currently centered: + + + + + (optional) carry location: + + + + + <none> + + + + + AskCreaseDialog + + + OpenBRF + + + + + Recomputing normals: +how many hard edges? + + + + + all edges soft + + + + + all edges hard + + + + + keep texture +seams hard + + + + + AskFlagsDialog + + + OpenBRF + + + + + ... + + + + + Flags + + + + + Show all bits + + + + + unused (?) + + + + + This seems to be unused. + + + + + reserved + + + + + AskIntervalDialog + + + Dialog + + + + + + 0000009; + + + + + to: + + + + + from: + + + + + TextLabel + + + + + select time interval: + + + + + AskLodOptionsDialog + + + Dialog + + + + + <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> +<html><head><meta name="qrichtext" content="1" /><style type="text/css"> +p, li { white-space: pre-wrap; } +</style></head><body style=" font-family:'MS Shell Dlg 2'; font-size:8.25pt; font-weight:400; font-style:normal;"> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:8pt;">When OpenBRF computes a </span><span style=" font-size:8pt; font-weight:600;">LOD (Level Of Detail) Pyramid</span><span style=" font-size:8pt;"> for a mesh...</span></p></body></html> + + + + + which levels to build, and with how many faces (w.r.t. original mesh)? + + + + + LOD1 + + + + + LOD2 + + + + + LOD3 + + + + + LOD4 + + + + + Build? + + + + + % faces: + + + + + Overwrite existing LOD Pyramid (if there is one?): + + + + + Yes + + + + + No + + + + + AskModErrorDialog + + + Look for: + + + + + Any kind + + + + + Searching for errors... + + + + + <i>scanning data...</i> + + + + + Found 0 errors in module! + + + + + Found %n%1 error: + + + + + + + <i>[ready]</i> + + + + + More errors + + + + + Refresh + + + + + OpenBrf -- Module %1 + + + + + AskNewUiPictureDialog + + + OpenBRF + + + + + <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> +<html><head><meta name="qrichtext" content="1" /><style type="text/css"> +p, li { white-space: pre-wrap; } +</style></head><body style=" font-family:'MS Shell Dlg 2'; font-size:8.25pt; font-weight:400; font-style:normal;"> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:8pt; font-style:italic;">This will create: a Mesh, a Material, and a Texture</span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:8pt; font-style:italic;">which can be used ingame as a 2D decoration </span></p> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-size:8pt; font-style:italic;">in the background of menus.</span></p></body></html> + + + + + Size and Pos: + + + + + X: + + + + + Y: + + + + + Size: + + + + + Lower-left +corner: + + + + + in % of screen + + + + + in pixels, on a +1024x768 screen + + + + + Align: + + + + + Actual pixels + + + + + Set fullscreen + + + + + Picture name: + + + + + Browse + + + + + Overlay mode: + + + + + Darken (multiply) + + + + + Normal (alpha blend) + + + + + Substitute (no alpha) + + + + + replace existing Mat. +Mesh, and Texture + + + + + Select a texture for a menu background file + + + + + AskSelectBRFDialog + + + OpenBRF + + + + + In +Module +folder: + + + + + Files not +included in +module.ini: + + + + + In +Comm Res +folder: + + + + + <line_num>.<filename> (<#used> + <#unused>) + + + + + Open module.ini + + + + + Refresh + + + + + Count used + + + + + AskSkelDialog + + + OpenBRF + + + + + cbSkelTo + + + + + From (current skeleton): + + + + + To (destination skeleton): + + + + + Change geometry of meshes currently skinned for a skeleton + + + + + to make it follow a new skeleton: + + + + + Put result in: + + + + + same mesh (overwrite) + + + + + new mesh + + + + + new vertex-ani frame + + + + + Method: + + + + + generic + + + + + humanoids + + + + + any other skeleton + + + + + AskTexturenameDialog + + + also add new %1(s) +with the same name(s) + + + + + Select a texture file + + + + + AskTransformDialog + + + OpenBRF + + + + + Rotation + + + + + + Local + + + + + + + X: + + + + + + + Y: + + + + + + + Z: + + + + + Translation + + + + + Scale % + + + + + Uniform + + + + + Apply to last selected +object only + + + + + AskUnrefTextureDialog + + + + + + OpenBRF + + + + + Unused DDS files: + + + + + Note: these are the files which are not included + in any BRF file as textures. +They will not be even loaded by the game. + + + + + Refresh + + + + + Move all to subfolder "_unused" + + + + + Move %1 textures to folder +%2 ? + + + + + Moved %1 textures in new folder +%2 + + + + + open folder + + + + + ok + + + + + Error creating folder %1 in +%2 + + + + + AskUvTransformDialog + + + UV transform + + + + + Scale % + + + + + + U: + + + + + + V: + + + + + Translate (in 0..1) + + + + + Reset + + + + + Flip U + + + + + V + + + + + BrfType + + + Cannot merge these meshes + (different number of frames, + or skinned VS not skinned). + + + + + + Dialog + + + Tune Per-Vertex Colors + + + + + Hue: + + + + + Saturation: + + + + + Brightness: + + + + + Contrast: + + + + + Apply to last selected +object only + + + + + GLWidget + + + <br />Vertex compilation: <br /> + + + + + <br />Fragment compilation: <br /> + + + + + <br />Linking: <br /> + + + + + <br />Binding: <br /> + + + + + "green" NM + + + + + "blue" NM + + + + + Custom User Shader + + + + + Default (fixed functionality) + + + + + Alpha to Shininess + + + + + Plain NormalMap (%1) + + + + + NormalMap + Alpha to Transparency (%1) + + + + + NormalMap + Alpha to Shininess (%1) + + + + + NormalMap + ShininessMap (%1) + + + + + Scene mode: navigate with mouse and WASD (levitate with wheel, zoom in with shift) + + + + + Helmet mode: for objects with vertical Z axis, like M&B helmets or weapons. + + + + + Default mode: rotate objects with mouse, zoom in/out with wheel. + + + + + Error parsing %1: + +maybe the problem is that a shader uses the sign (<) or (>) or (&)? + +(it's xml: must use &lt; or &gt; or &amp; instead!) + + + + + GuiPanel + + + OpenBRF + + + + + + + + + + + Data + + + + + Set material used by this mesh. + + + + + Click to follow material (if known in module.ini). + + + + + <a href="link">Material</a>: + + + + + Number of vertices of this mesh, including seams. + + + + + Mesh flags + + + + + + + 000000000000 + + + + + + + + Flags: + + + + + Diffuse texture name (depends on material) + + + + + Texture: + + + + + + faces: + + + + + Number of triangles of this mesh. + + + + + vert: + + + + + Number of different X,Y, Z position of this mesh. + + + + + pos: + + + + + Number of frames (>1 for vertex animated meshes). + + + + + frames: + + + + + Time of frame + + + + + Time of this frame + + + + + + : + + + + + + + + + + ... + + + + + Vertex Anim. + + + + + Skinned + + + + + Vertex Colors + + + + + Tangent Dirs + + + + + View + + + + + Compare with mesh (M) + + + + + M + + + + + Skin: + + + + + Select a reference skin to show (toggle with [space] ). + + + + + Show no color (all white). + + + + + No Color + + + + + Use vertex color as defined in the BRF file. + + + + + Vertex Color + + + + + Enable disable lighting. + + + + + Lighting + + + + + Show rigging by coloring mesh according to attached bones + + + + + Skinning Color + + + + + Show/hide wireframe. + + + + + WireFrame + + + + + Enable disable texture mapping. + + + + + Texture + + + + + Ctrl+T + + + + + BumpMap + + + + + SpecMap + + + + + Transp. + + + + + Show/hide a floor at Y = 0. + + + + + Floor + + + + + + Current weapon reach. + + + + + Show ruler to measure weapon reach. + + + + + Ruler: + + + + + Floating Probe XYZ: + + + + + Probe Position X + + + + + Probe Position Y + + + + + Probe Position Z + + + + + Select a reference animation to view skinned meshes. + + + + + Animation: + + + + + Skeleton: + + + + + Select a reference skeleton (e.g. human or horse) + + + + + Hit-Boxes + + + + + Floor && Shadow + + + + + Pause the animation. + + + + + || + + + + + Play the animation. + + + + + > + + + + + Stop the animation. + + + + + [] + + + + + Next frame. + + + + + >| + + + + + Prev frame. + + + + + |< + + + + + Show RGB channel of texture. + + + + + &RGB + + + + + Show alpha transparency (alpha = 0 means transparent). + + + + + Alpha &Transparency + + + + + Show alpha channel of textures. + + + + + &Alpha + + + + + Texture flags (unknown meaning) + + + + + x + + + + + res: + + + + + Space taken on disk (compressed). + + + + + KBytes: + + + + + # mipmap: + + + + + Format of dds file on disk. + + + + + Format: + + + + + Click to go back to the material. + + + + + + + (<a href="link">back</a>) + + + + + location: + + + + + open it + + + + + First frame of the animation. + + + + + Number of bones this animation is made for. + + + + + Number of frames in this animation. + + + + + Last frame of the animation. + + + + + + # bones: + + + + + # frames: + + + + + interval: + + + + + - + + + + + time of frame + + + + + Frame number (1 = first) + + + + + Time of this frame (must always be increasing) + + + + + Shader used by this material. + + + + + Main diffuse (RGB color) texture + + + + + Second diffuse (RGB color) texture + + + + + Bumpmap texture + + + + + Environment map texture + + + + + Red component of specular color. + + + + + Green component of specular color. + + + + + Blue component of specular color. + + + + + Spec RGB: + + + + + Specular map texture. + + + + + Coeff: + + + + + Specular coefficient (glossiness). Higher = smaller brighter reflections. + + + + + Flags (click on button to edit bits) + + + + + Click to open file containing shader. + + + + + <a href="link">Shader</a>: + + + + + + Click to open file containing this texture. + + + + + <a href="link">DiffuseA</a>: + + + + + <a href="link">DiffuseB</a>: + + + + + Click to open file containing this bumpmap. + + + + + <a href="link">Bump</a>: + + + + + Click to open file containing this environment map. + + + + + <a href="link">Enviro</a>: + + + + + Click to open file containing this specular map. + + + + + <a href="link">Specular</a>: + + + + + Click to go back to the mesh. + + + + + Number of bones composing this skeleton. + + + + + bones: + + + + + Has HitBoxes + + + + + Technique: + + + + + + Technique: name of the "technique" inside mb.fx file. + + + + + <a href="link">Fallback</a>: + + + + + Which other shader to use if requirements are not met. + + + + + Shader flags (no known meaning). + + + + + Specify if a DDX version is required here + + + + + Requires: + + + + + texture access + + + + + map: + + + + + colorOp: + + + + + alphaOp: + + + + + + flags: + + + + + Texture access index + + + + + Select a subpiece composing this collision object. + + + + + piece + + + + + radius: + + + + + X: + + + + + Y: + + + + + Z: + + + + + verts: + + + + + sign: + + + + + piece list: + + + + + Edit Bone Hitbox + + + + + Thickness + + + + + Size: + + + + + Elongate from top + + + + + Elongate from bottom + + + + + Move front/back + + + + + Move left/right + + + + + Move near/far + + + + + Pitch + + + + + Yaw + + + + + Pos: + + + + + Rotat: + + + + + Does current bone use a Hit-box? + + + + + Exists + + + + + Reset hitbox near to bone + + + + + Reset + + + + + Enforce symmetry for this hitbox + + + + + Apply +Symmetry + + + + + Capsule used only for ragdoll, or also as a hitbox? (warband only) + + + + + Ragdoll only + + + + + Vertex Data + + + + + xyz + + + + + CheckBox + + + + + rgb + + + + + rrggbbaa: + + + + + Hue: + + + + + Saturation: + + + + + Brightness: + + + + + uv + + + + + skn + + + + + nor- +ma- +li- +ze + + + + + n + + + + + t + + + + + + unknown + + + + + not-found + + + + + common + + + + + module + + + + + local + + + + + DXT 1 (1bit alpha) + + + + + DXT 3 (sharp alpha) + + + + + DXT 5 (smooth alpha) + + + + + (keep [shift] pressed to nudge) + + + + + Mesh-set %1 + + + + + + <not found> + + + + + MainWindow + + + + + + + OpenBRF + + + + + Select Module folder + + + + + Not a recognized module folder + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Open Brf + + + + + Cannot open file for writing; + + + + + Select a folder to export all meshes + + + + + + Cannot open file %1 for writing; + + + + + + + Cannot export animation without a proper skeleton! + + + + + + Cannot export skinned mesh: + %1 + + + + + + Cannot export rest-pose: + %1 + + + + + + Cannot export animation: + %1 + + + + + + Cannot export skeleton: + %1 + + + + + + Cannot export control mesh in file +"%1" + + + + + + + mesh file (*.obj *.ply *.off *.stl *.dae) + + + + + Cannot read mesh! + + + + + Modification of skeleton with mesh: fail! + + + + + Select a folder to export all coll meshes + + + + + Cannot write file? + + + + + Quake 3 vertex animation (*.MD3);;Sequence of Obj (*.000.obj) + + + + + Error exporting MD3 file +: %1 + + + + + + Import file + + + + + + Import canceled. + + + + + Import files + + + + + Export file + + + + + %1\%2 + + + + + Export canceled. + + + + + Warband or M&B resource (*.brf) + + + + + Cannot import file %1 + + + + + + + mesh file (*.obj) + + + + + + Cannot import file %1 + + + + + + mesh file (*.obj *.ply *.off *.stl %1*.dae) + + + + + Cannot import file %1: +%2 + + + + + + Cannot import file %1 + +(error: %2) + + + + + Imported mesh "%1"--- normals:%2 colors:%3 texture_coord:%4 + + + + + Cannot import file %1: +%3 + + + + + + Mesh "%1" has multiple materials\objects. +Import a separate mesh per material\object? + + + + + No mesh found in %1 + + + + + + Cannot import mesh %2: +%1 + + + + + + %1 + + + + + + Imported %1 skinned mesh%2 + + + + + Import vertex animation frame + + + + + Frist select a mesh +to add a frame to. + + + + + Import failed + + + + + + Vertex number mismatch... using texture-coord matching instead of vertex-ordering + + + + + + Added frame %1 + + + + + Added frames %1..%2 + + + + + Cannot import animation: + %1 + + + + + + Found no time value in SMD file, so I added them. + + + + + Cannot import skeleton: +%1 + + + + + + Imported skeleton "%1"--- nbones:%2 + + + + + &File + + + + + &Edit + + + + + &Import + + + + + &Selected + + + + + &Tools + + + + + &Module + + + + + Setti&ngs + 設定 (&n) + + + + Import + + + + + Recent Modules + + + + + Navigate + + + + + Use preview Shaders + + + + + Allows to preview bumpmapping etc. This can create compatibility problems on some (older?) graphic card + + + + + Background color... + + + + + Sets the background color + + + + + Auto zoom-and-recenter + + + + + according to selected object(s) only + + + + + according to all objects in file + + + + + Auto compute tangents + + + + + Silently auto-compute tangent-dirs to preview normal-maps, if the model lacks them + + + + + On import meshes + + + + + merge vertices and pos + + + + + recompute normals and merge + + + + + do nothing + + + + + trust vertex order to be the same + + + + + Use this option if you feel lucky and hope that vertex order was preserved between the frames. + + + + + trust texture coordinates to be unique + + + + + Use this option if you think that each vertex can be identified uniquely by its texture coords (best option) + + + + + quiver mode - start with max arrows + + + + + When you add a frame: what is not in the exact same position as the 1st frame disappears + + + + + On assemble vertex animations + + + + + Darkest + + + + + Dark + + + + + Medium + + + + + Light + + + + + Lightest + + + + + When computing AO, use %1 shades + + + + + Light mostly from above + + + + + Light from all around + + + + + Sample per vertex (quicker) + + + + + Sample per wedge (softer, better on some models) + + + + + On compute Ambient Occlusion + + + + + Store in per-vertex Alpha (not RGB) + + + + + On armour auto-feminization + + + + + use default settings + + + + + Use built-in settings to auto-feminize armours. + + + + + use custom settings + + + + + Use custom settings to auto-feminize armours. + + + + + Learn custom setting from selected meshes... + + + + + Use currently selected armours as examples to learn how to auto-feminize armours + + + + + On building LOD pyramids... + + + + + Set the way OpenBRF build LODs pyramids + + + + + use Mod-specific ones if possible ("<module-folder>/Resources/reference.brf") + + + + + always use shared reference files ("<OpenBRF-folder>/reference.brf") + + + + + Reference items mode + + + + + Language + + + + + System default + + + + + Test a custom translation file... + + + + + manual edits + + + + + edit flags + + + + + (keep shift pressed to multiply) + + + + + &New + + + + + Create a new file + + + + + &Open... + + + + + Open an existing file + + + + + &Save + + + + + Save the document to disk + + + + + Cut + + + + + Cut currently selected objects. + + + + + Copy + + + + + Copy currently selected objects in the clipboard. + + + + + Add to Clipboard + + + + + Add currently selected objects to clipboard. + + + + + Paste + + + + + Paste objects from the clipboard into currect BRF. + + + + + Cut frame + + + + + Cut current frame of a vertex animated mesh. + + + + + Copy frame + + + + + Copy current frame of a vertex animated mesh. + + + + + Copy complete + + + + + Copy selected objects plus everything used by them. + + + + + Copy hit-boxes + + + + + Copy hitboxes of current skeleton, as defined in XML file. + + + + + Cut complete + + + + + Cut selected objects plus everything used by them. + + + + + Paste frame + + + + + Paste frame from clipboard as next frame in the current vertex animated mesh + + + + + Paste skinning + + + + + Make a skinning for current mesh(-es) similar to one of the meshes in the clipboard. + + + + + Paste into mesh (matches LODs) + + + + + Merge mesh in clipboard with selected mesh(es). Matches LOD + + + + + Paste texture coords + + + + + Transfer texture coordiante from the mesh in the clipboard. + + + + + Paste vert colors + + + + + Transfer vert colors from the mesh in the clipboard %1. + + + + + Paste vert animations + + + + + Try to transfer vert animations (good for face morph, can work only for very similar meshes). + + + + + Paste lower parts of animations + + + + + Transfer lower parts of this ani from the animation in the clipboard. + + + + + Paste modifications + + + + + Move vertices of current mesh according to a 2 frame mesh animation. + + + + + Paste timings + + + + + Transfer timings of vertex or skeletal animation in clipboard into other animation(s). + + + + + Paste hit-boxes + + + + + Paste hit-boxes into current skeleton. + + + + + Save &As... + + + + + Save the document under a new name + + + + + Save module hitbox-sets for all skeletons + + + + + Create scene prop code for module + + + + + Create scene prop text for current meshes and collision bodies + + + + + E&xit + + + + + Alt+F4 + + + + + Exit the application + + + + + Preview-shaders diagnostics + + + + + Tell me about the preview hader that is being used now. + + + + + Why the checkerboard pattern? + + + + + Diagnose why I'm seeing a checkboard pattern instead of my texture. + + + + + On mesh recoloring (info)... + + + + + About + + + + + F1 + + + + + About OpenBRF + + + + + _ + + + + + Enter vertex-data editor + + + + + Exit vertex-data editor + + + + + Sort entries + + + + + Sort current entries alphabetically + + + + + Invert selection + + + + + Invert current selection + + + + + Select all + + + + + Select all items + + + + + Measure with ruler + + + + + Use a ruler to measure object lenghts + + + + + Measure with Floating Probe + + + + + Use the Floating Probe -- click on the 3D object rendering to position it + + + + + Static mesh... + + + + + Import a static Mesh + + + + + Skinned mesh... + + + + + Import skinned (skeletal animable) Mesh + + + + + Frame of vertex-animated mesh... + + + + + Import a static mesh and add it as a vertex-animation frame of current Mesh + + + + + Vertex-animated mesh... + + + + + Import a vertex animated mesh from a MD3 file + + + + + Skeleton... + + + + + Import a Skeleton + + + + + Skeletal animation... + + + + + Import a skeletal Animation + + + + + Collision body... + + + + + Import an (multi-object) OBJ mesh as a Collision object. + + + + + Anything from a BRF... + + + + + Import all content form another BRF file into current one. + + + + + New Material... + + + + + Make a new Material object. + + + + + New Texture... + + + + + Make a new Texture object from a dds texture + + + + + New Shader... + + + + + Enlist a new Shader + + + + + New Menu Background... + + + + + Add a Menu Background (Mesh, Material, and Texture) + + + + + follow link + + + + + shift+right + + + + + Go from a mesh to used material; go from a material to used textures/shader + + + + + follow back-link + + + + + Go back to the mesh (from a material) or material (from texture or shaders). + + + + + next back-link + + + + + prev back-link + + + + + Find... + + + + + + ctrl+F + + + + + Refresh all + + + + + Reload ini files, brf files inside it, and dds textures + + + + + F5 + + + + + Scan module for usages + + + + + Scans module content and txt files, to compute what uses what + + + + + F3 + + + + + Change current Module... + + + + + Choose the current module + + + + + Open Module folder in explorer... + + + + + Open Module folder in file explorer + + + + + Next BRF in module + + + + + Open next BRF file as defined in module.ini + + + + + Prev BRF in module + + + + + Open previous BRF file as defined in module.ini + + + + + Export names... + + + + + Export al the contnt in a txt file + + + + + Scan module for errors + + + + + ctrl+E + + + + + Scan module.ini and included brf files for inconsistencies. + + + + + Find in module... + + + + + Look for an object in all brf listed inside current module.ini. + + + + + Select a BRF in module... + + + + + Select a BRF file of this module. + + + + + F7 + + + + + Show unreferenced texture files + + + + + Show texture files non referenced in any brf + + + + + Show module stats + + + + + Show statistics for current Module + + + + + &Repeat last command + + + + + Register BRF extension + + + + + Make so that clicking on a brf file opens OpenBRF. + + + + + default + + + + + Default mode: rotate objects with mouse, zoom in/out with wheel. + + + + + helmet + + + + + Helmet mode: for objects with vertical Z axis, like M&B helmets or weapons. + + + + + scene + + + + + Scene mode: navigate with mouse and WASD (levitate with wheel, zoom with shift) + + + + + combo + + + + + See objects combined (when multiple things are selected) + + + + + aside + + + + + See object side-to-side (when multiple things are selected) + + + + + auto + + + + + See sub-parts combined (when multiple things are selected) + + + + + mult-view: + + + + + view-mode: + + + + + Mesh + + + + + Texture + + + + + Shader + + + + + Material + + + + + Skeleton + + + + + Animation + + + + + Collision + + + + + + ??? + + + + + Meshes + + + + + Textures + + + + + Shaders + + + + + Materials + + + + + Skeletons + + + + + Animations + + + + + Collisions + + + + + <p>&nbsp; &nbsp; <b>OpenBrf</b> | <i>Redux</i><br>&nbsp; &nbsp; by <b>%2</b></p><p>&nbsp; &nbsp; <b>ver %6</b><br>&nbsp; &nbsp; (%1 %7)<br></p><p><i>Testing, bug reporting, suggestions by:</i> %3</p><p><i>Additional art by:</i> %4</p><p><i>Translations by:</i> %5</p> + + + + + additional code and Chinese + + + + + With detailed info about flag meanings provided by: + + + + + <b>What is this autofix DXT texture option?</b><br><p>Many DDS texture creation programs/plugins around will output DXT1 textures with a minor error in the header.</p><p>This error confuses me (OpenBRF) but not Mount and Blade (or many other programs).</p><p>(When I cannot read a texture for this or any other problem, I display a chekerboard pattern instead).</p><p>If you want, I can silently fix this error every time I encounter it (I'll shamelessly write on the texture dss files on disk).</p> + + + + + Activating preview Shaders +(can be disabled under Settings) + + + + + <p><b>Info on mesh recoloring:</b><br/>when activating any tool which assigns<br/>new vertex-colors to an entire mesh: <ul><li> keep <b>Shift</b> pressed:<br/>new colors will <i>multiply</i> existing ones</li></ul>(by <b>default</b>, new colors <i>replace</i> existing ones).</p> + + + + + <br><p><i>This info has been copied to clipboard</i> + + + + + ok + + + + + <p><i>Currently used preview Shader:</i><br />%1</p><p><br /><i>Shader status:</i><br />%2</p> + + + + + OpenBrf - Preview Shader info + + + + + <i><br/><br/>(info: skeleton metadata, including hitboxes, are kept in the separate file "data/skeleton_bodies.xml")</i> + + + + + I don't know what the material <i>"%1"</i> is. + + + + + I've scanned in all file "%1" and didn't find a <i>load_mod_resource</i> or <i>load_resource</i> command that pointed me to a brf file that contained any such material + + + + + <br>- double check material name of the mesh<br><b>or</b><br>- find the brf-file with the material, or create one<br>- add a line <i>load_<b>mod</b>_resource</i> in module.ini, with a text editor,<br>- (note the <i>mod</i> part)!<br>- save module.ini<br>- come back, and refresh Module [f5] + + + + + I cannot find the file "%1" on disk. + + + + + I've looked in folders <br>%1<br> and <br>%2<br> and <br>%3<br> but it wasn't there...<br>Maybe it is was tiff texture? (I don't understand them). + + + + + <br>- double check DiffuesA texture name of the material<br>- (hint: remember you can navigate with ctrl-left/right)<br><b>or</b><br><br>- make sure the missing texture file in mod texture folder!<br>- put it there if it is missing + + + + + I cannot understand the texture format of file "%1". + + + + + I'm supposed to understand .dds textures of formats DXT1 (maybe), DXT3, and DXT5.<br>But some kinds of DXT1 texture confuse me, and too big textures too.<br>Also, if graphic drivers are not up to date, I might ignore how to intepret DXT formats. + + + + + Try updating the drivers. Else, maybe just accept the fact... it should still show the texture in game. + + + + + <i>I could not display the real texture because:</i><br><b>%1</b><br><br>%2<br><br><b>Cure: </b>%3 + + + + + + + + + + + + OpenBrf + + + + + %1 been modified. +Save changes? + + + + + Internal reference objects have + + + + + The dataset has + + + + + Skeleton hitboxes have been modified.<br/>Save changes in /Data/skeleton_bodies.xml? + + + + + Error: could not make missing folder 'Data' in module folder: + %1 + + + + + There are %1 sets of hitboxes, for skeletons: + + + + + <br /><br />Save them inside %2? + + + + + <br /><br />A backup will be saved in %2 + + + + + Error saving hitbox data: + +%1 + + + + + + + Saved hitboxes (with the other metadata) for %1 skeletons inside +file %2 + + + + + + + Set %1 mesh materials to "%2" + + + + + Set time of frame %1 to %2 + + + + + CAnnot find skel_human, skel_dwarf and skel_orc in reference data. + + + + + + Invalid frame %1 + + + + + %1 meshes shrunk around bones + + + + + Cannot find skel_human, skel_dwarf and skel_orc in reference data. + + + + + + Set flag(s) to "%1" + + + + + Stop editing reference data + + + + + Stop editing "reference" skeletons, animations & meshes, that OpenBrf uses to display data. + + + + + Edit reference data + + + + + Edit "reference" skeletons, animations & meshes, that OpenBrf uses to display data. + + + + + Oops... no skin is currently available... + + + + + + Skin %1 + + + + + Select a skin + + + + + Select a skin: + + + + + Select a skeleton +in the view panel first + + + + + Select an animation +in the view panel first + + + + + Unified %1 verts and %2 pos in %3 meshes. + + + + + object '%1' + + + + + %1 objects + + + + + Spatial extension of %7: + +in X=%1 to %2 +in Y=%3 to %4 +in Z=%5 to %6 + +(data copied to clipboard) + + + + + + Only one component found + + + + + + Mesh separated into %1 pieces. + + + + + Mesh %1 will be +split in %2 sub-meshes!. + +Proceed? + + + + + Autofixed rigid parts. + + + + + Error loading line of file %2: + +%1 + + + + + Failed loading carry positions + + + + + No mesh found to learn how to femininize an armour. + +You must select meshes with feminine frame, and I'll try to learn the way to build a femenine frame from a given armour + + + + + Select a emphasis factor between -100% and +100% + +zero => normal. +positive => stronger effect. +negative => milder effect + +(default: +15%) + + + + + Select amount of extra breastification in mm +(default: 13mm) + + + + + Learnt a custom way to femininize an armour +from %1 examples! + + + + + Canceled + + + + + Warning: mesh %1 has already a feminine frame %2. + +Overwrite it? + + + + + Normals recomputed with %1% hard edges. + + + + + Softened %1 skinned meshes! + + + + + Stiffened %1 skinned meshes! + + + + + Shift animation timings + + + + + Current Interval: [%1 %2] +New interval: [%1+k %2+k] + +Select k: + + + + + Extract Interval + + + + + Remove Interval + + + + + Cannot merge these animations + (different number of bones). + + + + + + Cannot merge these meshes + (different number of vertices, faces, points...). + + + + + + + Select one or more animation using same number of bones first + + + + + Skeleton %1 has no associated hit-box set. Canceled + + + + + Remove the hit-box associated to skeleton name %1?<br /><br />(this means that no skeleton named '%1' will have a hitbox, in this Module) + + + + + Rescale skeleton<br/>(and hitboxes, if present)<br />by which percent?<br /><br />(>100 for bigger)<br /><br /><b>WARNING!</b><br />All skinned meshes using<br />this skeleton will need<br />be rescaled too! + + + + + Uniform color for mesh + + + + + Computed AO%1 + + + + + (in alpha channel) + + + + + Transfer Skinning + + + + + Transfer skinning: +select a skinned mesh first, +then all target meshes. + + + + + + Same skeleton: +reskeletonization canceled. + + + + + + Different number of bones: +reskeletonization canceled. + + + + + + Renaming %1... +new name: + + + + + %3 common prefix for %1 %2... +new prefix: + + + + + Changing the + + + + + Adding a + + + + + + %1: Select one skeleton with a hitbox first + + + + + %1: skeleton %2 has no kwown hitbox to copy + + + + + + Wrong number of bones! (%1 in %2 VS %3 in %4). Cannot perform action + + + + + Cannot paste hitboxes: I don't have a hitboxes plus skeleton in clipboard + + + + + %1 new BRF items found in clipboard... + + + + + Unusable data in clipboard + + + + + Copied prop code for %1 objects +(%2 with matching collison mesh) +on the clipboard. + +Paste at will! + + + + + No prop mesh found + + + + + Copy Skinning into another mesh + + + + + Copy Skinning into another mesh: +- select one or more sample skinned mesh +- copy them (ctrl+C) +- then select one or more target meshes (skinned or otherwise), +- then paste skinning. + +(works best if sample mesh is similar to target meshes) + + + + + + Transferred skinning into %1 mesh(es) from %2 exemplar mesh(es). + + + + + Transferred skinning into %1 mesh(es) from skeleton '%2'. + + + + + Vertex number mismatch... using texture-coord matching instead + + + + + Cannot paste timings! Select *one* animated mesh or skel animation + + + + + Pasted timings over %1 (animated) mesh + + + + + Pasted timings over %1 skeletal animations + + + + + Cannot paste times over that + + + + + To use paste modification mesh: firstcopy a 2 frames mesh. Then, select one or more destination meshes, and "paste modification"any vertex in any frame of the destination mesh that are in the same pos of frame 0,will be moved on the position of frame 1. + + + + + This will produce a vertex ani +with %1x%2 xyz positions+normals (%4 MB). + +Proceed? + + + + + Incompatible animation + + + + + Incompatible skin + + + + + I need to know from which skeleton to Unmount. Select a skeleton in the panel. + + + + + Not a single skeleton found in reference data! Cancelling operation. + + + + + Canceled. + + + + + To apply carry position '%1', I need to know the weapon lenght. +Use the ruler tool to tell me the lenght of weapon '%2'. + +Activate ruler tool? + + + + + Added mesh %1 to set %2. + + + + + Animation %2 split in %1 chunks! + + + + + Animation could be auto-split (frames are too conescutive) + + + + + Select an "actions.txt" file (hint: it's in the module dir) + + + + + %1\actions.txt + + + + + Txt file(*.txt) + + + + + Split canceled. + + + + + Nothing to split (or could not split). + + + + + Animation %2 split in %1 chunks -- new animation.txt file save in "%3"! + + + + + <p>You are saving into the generic OpenBRF reference file <br>"%1"</p><p>Would you rather save in the reference file <i>specific</i> for Module %3<br>"%2"<br>?</p> + + + + + Cannot save reference file! + + + + + Editing reference file... + + + + + Cannot load %1. + + + + + You are saving a CommonRes file! +(i.e. not one specific of this module). + +Are you sure? + + + + + You are trying to save meshes with tangent directions in M&B 1.011 file format. +Unfortunately, tangent directions can only be saved in Warband file format. +Tangent directions will not be saved... + + + + + Cannot write file %1. + + + + + File saved! + + + + + Open File + + + + + Resource (*.brf) + + + + + Reference file saved! + + + + + M&B Resource (*.brf) + + + + + WarBand Resource v.1 (*.brf) + + + + + Save File + + + + + [not in module.ini] + + + + + %1%2 + + + + + %1 - %2%3%4 + + + + + %1 - editing internal reference data %3 %2 + + + + + (for [%1] mod) + + + + + Redone %1 + + + + + Undone %1 + + + + + Undo %1 + + + + + Undo + + + + + Redo %1 + + + + + Redo + + + + + &Repeat %1 + + + + + %5 %1 brf files from module.ini of "%3"-- %2 msec total [%4 text/mat/shad] + + + + + scanned + + + + + ERRORS found while scanning + + + + + Navigate: cannot find "%1" in current module + + + + + &%1 %2 + + + + + New Lod parameters set + + + + + Cancelled + + + + + Collision objects flags + + + + + Mesh flags + + + + + Texture flags + + + + + Material flags + + + + + Shader Requirements + + + + + Shader flags + + + + + MyTableModel + + + HEADER + + + + + QTextBrowser + + + cannot open file + + + + + expected '%1', +got '%2' + + + + + unexpected end of file + + + + + cannot read token n. %1 from: + '%2' + + + + + + expected number istead of '%1' (token %2) + + + + + wrong number : %1 (not in [%2, %3]) (token %4) + + + + + Error reading file '%1', +at line %3: +%2 + + + + + + %1 %2 from '%3' <font size=-1>('%4', '%5', '%6'...)</font> + + + + + + + %6 <a href="#%1.%2.%3">%4</a> (in %5) + + + + + <b>File-not-found:</b> can't find image file for %1. + + + + + <b>File-not-found:</b> can't find frame "%2" for %1. + + + + + <b>Duplicate:</b> %1 was already defined in file %2 + + + + + <b>Missing:</b> %1 uses unknown %2 <u>%3</u> + + + + + <b>Ordering problem:</b> %1 uses %2, which appears later in <i>module.ini</i> + + + + + <h1>Module <b>%1</b></h1> + + + + + <h2>Original BRF files: %1</h2> + + + + + <h2>CommonRes BRF files: %1</h2> + + + + + <i>(used+unused)</i> + + + + + <br> + + + + + <h2>Txt data:</h2> + + + + + <i>more errors to follow...</i> + + + + + <i>[0 results]</i> + + + + + <b>Missing in txt:</b> cannot find %1 <u>%2</u>, referred in '%3' + + + + + <b>File-Not-Found:</b> could not read brf file <u>%1</u>, listed in module.ini file + + + + + <b>File-Format Error:</b> could not read brf file <u>%1</u> + + + + + Selector + + + &Mesh + + + + + Te&xture + + + + + &Shader + + + + + Mat&erial + + + + + S&keleton + + + + + &Animation + + + + + &Collision + + + + + Split via action.txt... + + + + + Split sequence following the action.txt file. A new "action [after split].txt" file is also produced, which use the new animation. + + + + + Auto-split + + + + + Auto-split sequence into its separated chunks, separating it at lasge gaps in frames. + + + + + Extract interval... + + + + + Extract an animation from an interval of times. + + + + + + Mirror + + + + + Mirror this animation over the X axis. + + + + + Remove interval... + + + + + Remove an interval of times from the animation. + + + + + Merge animations + + + + + Merge two animations into one -- intervals must be right! + + + + + + Rename... + + + + + Remove + + + + + Duplicate + + + + + next tab + + + + + left tab + + + + + Move up in the list + + + + + Move this object upward in the list + + + + + Move down in the list + + + + + Move this object one step down in the list + + + + + Add to reference animations + + + + + Add this animation to reference animations (to use it later to display skinned meshes). + + + + + Add to reference skeletons + + + + + Add this animation to reference skeletons (to use it later for animations). + + + + + set %1 + + + + + Add this mesh to reference skins (to use it later to display animations). + + + + + <none> + + + + + mod file <%1> + + + + + mod file <%1> (indirectly) + + + + + <no .txt file> + + + + + <core engine> + + + + + <core engine> (indirectly) + + + + + <not in module.ini> + + + + + <save file to find out> + + + + + (not computed: compute now) + + + + + Export... + + + + + Info on mesh import/export + + + + + Export static mesh... + + + + + Export this model (or this frame) as a 3D static mesh. + + + + + Export vertex ani... + + + + + Export this model as a mesh with vertex animation. + + + + + Export combined mesh... + + + + + Export this group of models in a single OBJ. + + + + + Export all meshes + + + + + Export each of these models as separate OBJs. + + + + + Export all... + + + + + Export each of these collison bodies as separate files. + + + + + Export skinned mesh... + + + + + Export this model (or this frame) as a skinned mesh. + + + + + Export (nude) skeleton... + + + + + Export this skeleton (as a set of nude bones). + + + + + Export skeleton with skin... + + + + + Export this skeleton (as a skinned skin). + + + + + Export a skin for this ani + + + + + Export a skinned skin which can be used for this animation. + + + + + + Convert into vertex animation + + + + + Convert skeletal animation into a vertex animation using current skin and skeleton + + + + + Convert skinned mesh into a vertex animation using current animation and skeleton + + + + + Export animation... + + + + + Export this animation. + + + + + Reimport mesh... + + + + + + Reimport this mesh from file. + + + + + Reimport animation... + + + + + Reimport collision body... + + + + + Reimport this collision mesh from file. + + + + + + Reskeletonize... + + + + + Adapt this skinned mesh to a new skeleton + + + + + Adapt this animation to a new skeleton + + + + + Transfer skinning + + + + + Copy skinning from one mesh to another + + + + + Make skinning stiffer + + + + + Make the skinning of selected mesh(es) somewhat rigidier + + + + + Make skinning softer + + + + + Make the skinning of selected mesh(es) somewhat softer. + + + + + Mirror this object on the X axis. + + + + + Roto-translate-rescale... + + + + + Apply a geometric transform. + + + + + + Rescale... + + + + + Rescale this object. + + + + + (no object selected) + + + + + Shift time interval... + + + + + Shift a time interval for this animation + + + + + Make quad-dominant + + + + + Try to merge most triangles into fewer quads (more efficient!) + + + + + Combine collision objects + + + + + Make a combined collision obj. unifying these objs. + + + + + Recompute normals... + + + + + Recompute normals for this model, and unify pos and vertices + + + + + Clean redundant vert/pos + + + + + Removes any unused vertices or positions and merge identical ones + + + + + Transform texture coords + + + + + Translates/Scales/Flips UV coords + + + + + Quick fix skinning of rigid-parts + + + + + Attempts to fix skinning of small-parts, making them rigid + + + + + Split into connected sub-meshes + + + + + Create a separate mesh for each connected component of this mesh. + + + + + Combine meshes + + + + + Make a combined mesh unifying these meshes. + + + + + Make a collision object + + + + + Turn this mesh(es) into a combined Collision object. + + + + + Mount on one bone... + + + + + Put this mesh on top of a single skeleton bone. + + + + + remove all + + + + + Remove all faces that are backfacing (e.g. in beard meshes). + + + + + + Back-faces: + + + + + add (x2 faces) + + + + + Duplicate all faces: for each current face, add a backfacing face. + + + + + Color with Ambient Occlusion + + + + + Set per vertex color as ambient occlusion (globlal lighting) %1 + + + + + Copy colors from texture + + + + + Set per vertex color as texture colors %1 + + + + + Add femininized frame + + + + + Build a feminine frame for this armour(s) + + + + + Compute LODs + + + + + Tries to compute a LOD pyramid + + + + + Get dimensions... + + + + + Tell me the dimension of selected object(s) + + + + + Separate all frames + + + + + Split all frames, making 1 mesh per frame + + + + + Color uniform... + + + + + Set per vertex color as a uniform color %1 + + + + + Recompute tangent dirs + + + + + (Tangent dirs are needed for bump-mapping) + + + + + Tune colors HSB... + + + + + Then Hue Saturation and Brightness of per-vertex colors + + + + + Discard hit-boxes + + + + + Discard hit-box set associated to skeletons with this name + + + + + skinning (freeze current pose) + + + + + Discard skinning, but freeze mesh in its current pose + + + + + skinning (un-mount from bone) + + + + + Discard skinning, and move object back at origin. + + + + + Merge as frames in a vertex ani + + + + + Merge these meshes, in their current order, as frames in a mesh ani + + + + + per-vertex color + + + + + Reset per-vertex coloring (i.e. turn all full-white) + + + + + skinning + + + + + Discard skinning (per-verex bone attachments) + + + + + tangent directions + + + + + Remove tangent directions (saves space, they are needed mainly for bumbmapping) + + + + + normals + + + + + Disregard normals, so to merge more vertices (and use less of them) + + + + + vertex animation + + + + + Discard vertex animation (keep only current frame) + + + + + Make a skeleton-modification mesh... + + + + + Modify from a skeleton-modification mesh... + + + + + [Right-Click]: tools for %1. [Shift]/[Ctrl]+[Click]: Multi-sel. + + + + + [Double-Click]: select whole. + + + + + [Right-Click]: tools for %1. + + + + + Group rename... + + + + + Used by: + + + + + Backfacing faces + + + + + Discard + + + + + Discard + + + + + Add to reference skins + + + + + to Skin Set %1 + + + + + to Skin Set %1 [new set] + + + + + TT + + + new_%1 + + + + + New %1 + + + + + askModErrorDialog + + + OpenBRF + + + + + TextLabel + + + + + look in commonres too + + + + + askSkelPairDialog + + + Dialog + + + + + from Skeleton: + + + + + to Skeleton: + + + + + + bones + + + + + + Number of bones composing this skeleton. + + + + + <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0//EN" "http://www.w3.org/TR/REC-html40/strict.dtd"> +<html><head><meta name="qrichtext" content="1" /><style type="text/css"> +p, li { white-space: pre-wrap; } +</style></head><body style=" font-family:'MS Shell Dlg 2'; font-size:8.25pt; font-weight:400; font-style:normal;"> +<p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Readapting animation(s) to a different skeleton.<span style=" font-style:italic;"><br />Bone matching is done by name.<br />Missing bones are fixed in positions, as in&quot;from&quot; skeleton.<br />Extra bones are discarded from ani.</span></p></body></html> + + + + + askTexturenameDialog + + + OpenBRF + + + + + name(s): + + + + + Browse + + + + diff --git a/translations/openbrf_zh.ts b/translations/openbrf_zh.ts index 4c3d3ce..ba5f6f4 100644 --- a/translations/openbrf_zh.ts +++ b/translations/openbrf_zh.ts @@ -2967,247 +2967,247 @@ to add a frame to. 系统默认 - + Test a custom translation file... 测试一个独立的翻译文件... - + manual edits - + edit flags - + (keep shift pressed to multiply) - + &New 新建(&N) - + Create a new file 创建一个新文件 - + &Open... 打开(&O)... - + Open an existing file 打开已有的文件 - + &Save 保存(&S) - + Save the document to disk 保存文档到磁盘 - + Cut 剪切 - + Cut currently selected objects. 剪切当前选中项目. - + Copy 复制 - + Copy currently selected objects in the clipboard. 复制当前选中项目到剪贴板。 - + Add to Clipboard 添加到剪贴板 - + Add currently selected objects to clipboard. 将当前选中的项目加入剪贴板。 - + Paste 粘贴 - + Paste objects from the clipboard into currect BRF. 粘贴剪贴板项目到当前BRF。 - + Cut frame 剪切帧 - + Cut current frame of a vertex animated mesh. 剪切顶点动画模型的当前帧。 - + Copy frame 复制帧 - + Copy current frame of a vertex animated mesh. 复制顶点动画模型的当前帧。 - + Copy complete - + Copy selected objects plus everything used by them. - + Cut complete - + Cut selected objects plus everything used by them. - + Paste frame 粘贴帧 - + Paste frame from clipboard as next frame in the current vertex animated mesh 粘贴剪贴板中的帧到当前顶点动画模型 - + Paste skinning 粘贴绑定 - + Make a skinning for current mesh(-es) similar to one of the meshes in the clipboard. 参照剪贴板中的模型为当前模型绑定。 - + Paste into mesh (matches LODs) - + Merge mesh in clipboard with selected mesh(es). Matches LOD - + Paste texture coords - + Transfer texture coordiante from the mesh in the clipboard. - + Transfer vert colors from the mesh in the clipboard %1. - + Try to transfer vert animations (good for face morph, can work only for very similar meshes). - + Transfer lower parts of this ani from the animation in the clipboard. - + Transfer timings of vertex or skeletal animation in clipboard into other animation(s). - + Create scene prop code for module - + Create scene prop text for current meshes and collision bodies - + Preview-shaders diagnostics - + Tell me about the preview hader that is being used now. - + Enter vertex-data editor - + Exit vertex-data editor - + Refresh all - + See objects combined (when multiple things are selected) - + See object side-to-side (when multiple things are selected) - + auto - + See sub-parts combined (when multiple things are selected) @@ -3262,42 +3262,42 @@ to add a frame to. - + Copy hit-boxes - + Copy hitboxes of current skeleton, as defined in XML file. - + Paste vert colors - + Paste vert animations - + Paste lower parts of animations - + Paste modifications 粘贴修改 - + Move vertices of current mesh according to a 2 frame mesh animation. 将当前模型的顶点参照包含两帧的模型动画移动。 - + Paste timings 粘贴时间信息 @@ -3306,202 +3306,202 @@ to add a frame to. 将剪贴板中顶点动画或骨骼动画的时间信息粘贴到其他动画。 - + Paste hit-boxes - + Paste hit-boxes into current skeleton. - + Save &As... 另存为(&A)... - + Save the document under a new name 以新文件名保存文档 - + Save module hitbox-sets for all skeletons - + E&xit 退出(&X) - + Alt+F4 - + Exit the application 退出程序 - + Why the checkerboard pattern? 为什么出现花格子? - + Diagnose why I'm seeing a checkboard pattern instead of my texture. 诊断纹理显示为花格子的原因. - + On mesh recoloring (info)... - + About 关于 - + F1 - + About OpenBRF 关于 OpenBRF - + _ - + Sort entries 项目排序 - + Sort current entries alphabetically 将当前项目按字典序排列 - + Invert selection - + Invert current selection - + Select all - + Select all items - + Measure with ruler - + Use a ruler to measure object lenghts - + Measure with Floating Probe - + Use the Floating Probe -- click on the 3D object rendering to position it - + Static mesh... - + Skinned mesh... - + Frame of vertex-animated mesh... - + Vertex-animated mesh... - + Skeleton... - + Skeletal animation... - + Collision body... - + Anything from a BRF... - + New Material... - + New Texture... - + New Shader... - + New Menu Background... - + shift+right - + Find... - + Change current Module... @@ -3510,7 +3510,7 @@ to add a frame to. 静态模型 - + Import a static Mesh 导入一个静态模型 @@ -3519,7 +3519,7 @@ to add a frame to. 绑定的模型 - + Import skinned (skeletal animable) Mesh 导入绑定的(可用于骨骼动画)模型 @@ -3532,22 +3532,22 @@ to add a frame to. 刷新 - + Open Module folder in explorer... - + Export al the contnt in a txt file - + Find in module... - + Select a BRF in module... @@ -3556,7 +3556,7 @@ to add a frame to. 顶点动画模型帧 - + Import a static mesh and add it as a vertex-animation frame of current Mesh 导入一个静态模型并作为当前模型顶点动画的一帧 @@ -3565,7 +3565,7 @@ to add a frame to. 带顶点动画的模型 - + Import a vertex animated mesh from a MD3 file 从MD3文件中导入带顶点动画的模型 @@ -3575,7 +3575,7 @@ to add a frame to. 骨骼 - + Import a Skeleton 导入一副骨骼 @@ -3584,7 +3584,7 @@ to add a frame to. 骨骼动画 - + Import a skeletal Animation 导入一个骨骼动画 @@ -3593,7 +3593,7 @@ to add a frame to. 碰撞体 - + Import an (multi-object) OBJ mesh as a Collision object. 导入一个(多物体的)OBJ模型为碰撞体。 @@ -3602,7 +3602,7 @@ to add a frame to. BRF中的所有内容 - + Import all content form another BRF file into current one. 从另一个BRF文件导入所有内容到当前文件中。 @@ -3611,7 +3611,7 @@ to add a frame to. 新建材质 - + Make a new Material object. 创建一个新的材质项。 @@ -3620,7 +3620,7 @@ to add a frame to. 新建纹理 - + Make a new Texture object from a dds texture 基于一个dds纹理文件创建一个新的纹理项 @@ -3629,7 +3629,7 @@ to add a frame to. 新建着色层 - + Enlist a new Shader 列入一个新的着色器 @@ -3638,12 +3638,12 @@ to add a frame to. 新菜单背景 - + Add a Menu Background (Mesh, Material, and Texture) 新增一个菜单背景(模型, 材质和纹理) - + follow link 追踪链接 @@ -3652,12 +3652,12 @@ to add a frame to. ctrl+→ - + Go from a mesh to used material; go from a material to used textures/shader 从模型导航到所用的材质;从材质导航到所用的纹理/着色器 - + follow back-link 追踪反向链接 @@ -3666,17 +3666,17 @@ to add a frame to. ctrl+← - + Go back to the mesh (from a material) or material (from texture or shaders). (从材质)返回模型或(从纹理或着色器)返回材质。 - + next back-link 下一个反向链接 - + prev back-link 上一个反向链接 @@ -3685,8 +3685,8 @@ to add a frame to. 查找 - - + + ctrl+F @@ -3695,27 +3695,27 @@ to add a frame to. 刷新ini - + Reload ini files, brf files inside it, and dds textures 重新载入ini文件,其声明的brf文件,以及dds纹理文件 - + F5 - + Scan module for usages 扫描模组中的引用情况 - + Scans module content and txt files, to compute what uses what 扫描模组内容以及txt文件, 查看相互的引用情况 - + F3 @@ -3724,52 +3724,52 @@ to add a frame to. 切换当前模组 - + Choose the current module 选择当前的模组 - + Open Module folder in file explorer - + Next BRF in module - + Open next BRF file as defined in module.ini - + Prev BRF in module - + Open previous BRF file as defined in module.ini - + Export names... - + Scan module for errors 扫描模组中的错误 - + ctrl+E - + Scan module.ini and included brf files for inconsistencies. 扫描module.ini文件,并针对不一致情况添加brf文件名。 @@ -3778,7 +3778,7 @@ to add a frame to. 在模组中查找 - + Look for an object in all brf listed inside current module.ini. 在所有当前module.ini文件包含的brf文件中查找项目。 @@ -3787,82 +3787,82 @@ to add a frame to. 从模组中选择一个BRF文件 - + Select a BRF file of this module. 选择当前模组中的一个BRF文件。 - + F7 - + Show unreferenced texture files 显示未被使用的纹理 - + Show texture files non referenced in any brf 显示没有在任何brf中引用的纹理文件 - + Show module stats 显示模组统计数据 - + Show statistics for current Module 显示当前模组的统计数据 - + &Repeat last command - + Register BRF extension 注册BRF文件关联 - + Make so that clicking on a brf file opens OpenBRF. 使双击brf文件时由OpenBRF打开。 - + default 默认 - + Default mode: rotate objects with mouse, zoom in/out with wheel. 默认模式:鼠标旋转项目,滚轮缩放。 - + helmet 头盔 - + Helmet mode: for objects with vertical Z axis, like M&B helmets or weapons. 头盔模式:专用于Z轴竖直的项目,如M&B的头盔和武器。 - + scene 场景 - + Scene mode: navigate with mouse and WASD (levitate with wheel, zoom with shift) 场景模式: 鼠标转向,WASD移动(滚轮上升,按住shift缩放) - + combo 合并 @@ -3871,7 +3871,7 @@ to add a frame to. 当多个项目被选中时,将项目合并显示 - + aside 并列 @@ -3880,12 +3880,12 @@ to add a frame to. 当多个项目被选中时,将项目并排显示 - + mult-view: 多视图: - + view-mode: 视图模式: @@ -3897,7 +3897,7 @@ to add a frame to. - + OpenBrf @@ -4548,27 +4548,27 @@ in Z=%5 to %6 动画%2被拆分为了%1段 -- 新animation.txt文件保存在%3! - + <p>You are saving into the generic OpenBRF reference file <br>"%1"</p><p>Would you rather save in the reference file <i>specific</i> for Module %3<br>"%2"<br>?</p> - + Cannot save reference file! 无法保存样本文件! - + Editing reference file... 编辑样本文件... - + Cannot load %1. 无法载入%1。 - + You are saving a CommonRes file! (i.e. not one specific of this module). @@ -4579,57 +4579,57 @@ Are you sure? 你确定吗? - + Cannot write file %1. 无法写入文件 %1。 - + File saved! 文件已保存! - + Open File 打开文件 - + Resource (*.brf) 资源文件 (*.brf) - + Reference file saved! 样本文件已保存! - + M&B Resource (*.brf) M&B资源文件 (*.brf) - + WarBand Resource v.1 (*.brf) 战团资源文件 v.1 (*.brf) - + Save File 保存文件 - + [not in module.ini] [不在module.ini中] - + %1%2 - + %1 - %2%3%4 @@ -4638,33 +4638,33 @@ Are you sure? %1 - 编辑内部样本数据%2 - + %5 %1 brf files from module.ini of "%3"-- %2 msec total [%4 text/mat/shad] %4 %n brf files from module.ini of "%2"-- %1 msec total [%3 text/mat/shad] 在"%3"的module.ini文件中找到%1 个brf%5 -- 总用时%2毫秒[%4 纹理/材质/着色层] - + scanned 文件 - + ERRORS found while scanning 文件包含错误 - + Navigate: cannot find "%1" in current module - + Shader Requirements - + Shader flags @@ -4681,32 +4681,32 @@ Are you sure? 向右导航: 位置 %1 - + &%1 %2 - + New Lod parameters set - + Cancelled - + Collision objects flags - + Mesh flags - + Texture flags @@ -4913,54 +4913,54 @@ Activate ruler tool? - + You are trying to save meshes with tangent directions in M&B 1.011 file format. Unfortunately, tangent directions can only be saved in Warband file format. Tangent directions will not be saved... - + %1 - editing internal reference data %3 %2 - + (for [%1] mod) - + Redone %1 - + Undone %1 - + Undo %1 - + Undo - + Redo %1 - + Redo - + &Repeat %1 @@ -5017,7 +5017,7 @@ Tangent directions will not be saved... 反转凹凸贴图 - + Material flags 材质标签