diff --git a/translations/openbrf_de.ts b/translations/openbrf_de.ts index 71907eb..a01fdf7 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 @@ -2323,13 +2323,13 @@ to add a frame to. - + Vertex number mismatch... using texture-coord matching instead of vertex-ordering Vertexanzahl stimmt nicht überein... verwende Texturkoord, anstelle von Vertexanordnung - + Added frame %1 Bild hinzugefügt %1 @@ -3770,10 +3770,10 @@ to add a frame to. - - - - + + + + OpenBrf OpenBRF @@ -3980,12 +3980,12 @@ in Z=%5 to %6 - + Computed AO%1 - + (in alpha channel) @@ -4090,32 +4090,32 @@ Wähle k: - + 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 - + Transfer Skinning Übertrage Skinning - + Transfer skinning: select a skinned mesh first, then all target meshes. @@ -4123,76 +4123,76 @@ then all target meshes. Übertrage Verknüpfung: Zuerst wähle ein verknüpftes Strukturgitter, dann alle Zielstrukturgitter. - + Same skeleton: reskeletonization canceled. Gleiches Skelett: Reskelettierung abgebrochen. - + Different number of bones: reskeletonization canceled. Unterschiedliche Knochenzahl: Reskelettierung abgebrochen. - + Renaming %1... new name: Umbenennen %1... neuer Name: - + %3 common prefix for %1 %2... new prefix: %3 Gewöhnlicher prefix für %1 %2... Neuer prefix: - + Changing the Ändere die - + Adding a Füge hinzu - - + + %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. @@ -4201,17 +4201,17 @@ Paste at will! - + No prop mesh found - + Copy Skinning into another mesh Kopiere Skinning in ein anderes Strukturgitter - + &Repeat %1 @@ -4234,37 +4234,37 @@ Paste at will! Ähnlichkeiten mit dem Zielstrukturgitter hat) - + Vertex number mismatch... using texture-coord matching instead Vertexanzahl unterschiedlich... nutze stattdessen Texturkoordinaten - + Cannot paste timings! Select *one* animated mesh or skel animation Kann Zeitintervalle nicht einsetzen! Wähle *1* animiertes Strukturgitter oder Skelettanimation - + Pasted timings over %1 (animated) mesh Zeitintervalle eingefügt in %1 (animiertes) Strukturgitter - + Pasted timings over %1 skeletal animations Zeitintervalle eingesetzt in %1 Skelettanimation - + Cannot paste times over that Es ist unmöglichi Zeitintervalle darüber zuschreiben - + 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. Um ein kopiertes Strukturgitter zu verwenden: Zuerst kopiere ein 2 Bild Strukturgitter. Dann: Wähle ein/mehrere Zielstrukturgitter, und "Setze Modifizierungen ein". Jeder Vertex in jedem Fenster des Zielstrukturgitters, die sich in der gleichen Position wie in Bild 0 befinden, werden in die Position von Bild 1 bewegt. - + Canceled. Abgebrochen. @@ -4273,72 +4273,72 @@ Paste at will! Befestige %1 Strukturgitter %2 auf Knochen %3 - + Added mesh %1 to set %2. Strukturgitter %1 zu Set %2 hinzugefügt. - + Animation %2 split in %1 chunks! Animation %2 wurde in %1 Teile gesplittet! - + Animation could be auto-split (frames are too conescutive) Animation kann automatisch gesplittet werden (Bilder sind zu zusammenhängend) - + Select an "actions.txt" file (hint: it's in the module dir) Wähle eine "actions.txt" Datei (Tip: In dem Modul Verzeichnis) - + %1\actions.txt %1\actions.txt - + Txt file(*.txt) Txt-Datei(*.txt) - + Split canceled. Aufteilen abgebrochen. - + Nothing to split (or could not split). Nichts zum aufteilen (oder teilen ist nicht möglich). - + Animation %2 split in %1 chunks -- new animation.txt file save in "%3"! 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 @@ -4517,7 +4517,7 @@ Overwrite it? - + Copy Skinning into another mesh: - select one or more sample skinned mesh - copy them (ctrl+C) @@ -4529,17 +4529,17 @@ Overwrite it? - + Transferred skinning into %1 mesh(es) from %2 exemplar mesh(es). - + Transferred skinning into %1 mesh(es) from skeleton '%2'. - + This will produce a vertex ani with %1x%2 xyz positions+normals (%4 MB). @@ -4547,27 +4547,27 @@ 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. - + To apply carry position '%1', I need to know the weapon lenght. Use the ruler tool to tell me the lenght of weapon '%2'. @@ -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 @@ -4937,27 +4937,27 @@ in Zeile %3: Verbinde zwei Animationen zu einer--Die Intervalle müssen richtig sein! - + Discard skinning (per-verex bone attachments) - + Make a skeleton-modification mesh... Erstelle eine Skelettmodifizierungs Mesh... - + Modify from a skeleton-modification mesh... Modifiziere von einem Skelettmodifikations Mesh... - + Group rename... Benenne Gruppe um... - + Used by: Benutzt von: @@ -4966,22 +4966,22 @@ in Zeile %3: Umbenennen - + Remove Entfernen - + Duplicate Dupliziere - + next tab Nächster Reiter - + left tab Vorheriger Reiter @@ -4990,7 +4990,7 @@ in Zeile %3: Nach oben rücken - + Move this object upward in the list Rücke dieses Objekt weiter nach oben in der Liste @@ -4999,82 +4999,82 @@ in Zeile %3: Nach unten rücken - + Move this object one step down in the list Bewege dieses Objekt einen Schritt nach unten in der Liste - + Add to reference animations Füge zu Referenzanimationen hinzu - + Add this animation to reference animations (to use it later to display skinned meshes). Füge diese Animation zur Referenzanimation hinzu (um es später zum Anzeigen von verknüpften Strukturgittern zu nutzen). - + Add to reference skeletons Füge zu Referenzskeletten hinzu - + Add this animation to reference skeletons (to use it later for animations). Füge diese Animation zu Referenzskeletten hinzu (um es später für Animationen zu nutzen). - + set %1 setze %1 - + Add this mesh to reference skins (to use it later to display animations). Füge dieses Strukturgitter zur Referenzhaut hinzu (um es später zum Animationsabspielen zu verwenden). - + <none> <kein> - + mod file <%1> Moddatei <%1> - + mod file <%1> (indirectly) Moddatei <%1> (indirekt) - + <no .txt file> <keine .txt file> - + <core engine> <Kerntriebwerk> - + <core engine> (indirectly) <Kerntriebwerk> (indirekt) - + <not in module.ini> <nicht in module.ini> - + <save file to find out> <Speichere Datei um es herauszufinden> - + (not computed: compute now) (Unberechnet: Berechne jetzt) @@ -5083,7 +5083,7 @@ in Zeile %3: Exportiere - + Info on mesh import/export Info zu Strukturgitter Import/Export @@ -5092,7 +5092,7 @@ in Zeile %3: Exportiere statisches Strukturgitter - + Export this model (or this frame) as a 3D static mesh. Exportiere dieses Modell (oder Bild) als ein 3D statisches Strukturgitter. @@ -5101,7 +5101,7 @@ in Zeile %3: Exportiere Vertexanimation - + Export this model as a mesh with vertex animation. Exportiere dieses Modell als Strukturgitter mit Vertexanimation. @@ -5110,22 +5110,22 @@ in Zeile %3: Exportiere kombiniertes Strukturgitter - + Export this group of models in a single OBJ. Exportiere diese Gruppe of Modellen in eine einzige OBJ. - + Export all meshes Exportiere alle Strukturgitter - + Export each of these models as separate OBJs. Exportiere jedes Model als einzelne OBJ Datei. - + Export each of these collison bodies as separate files. Exportiere jeden dieser Kollisionskörper als eine seperate Datei. @@ -5134,7 +5134,7 @@ in Zeile %3: Exportiere verknüpfte Strukturgitter - + Export this model (or this frame) as a skinned mesh. Exportiere dieses Model (oder Bild) als ein verknüpftes Strukturgitter. @@ -5143,7 +5143,7 @@ in Zeile %3: Exportiere (naktes) Skelett - + Export this skeleton (as a set of nude bones). Exportiere dieses Skelett (als Set von blanken Knochen). @@ -5152,17 +5152,17 @@ in Zeile %3: Exportiere Skelett mit Haut - + Export this skeleton (as a skinned skin). Exportiere dieses Skelett (als eine verknüpfte Haut). - + Export a skin for this ani Exportiere eine Haut für diese .ani - + Export a skinned skin which can be used for this animation. Exportiere eine verknüpfte Haut, welche für diese Animation genutzt werden kann. @@ -5171,7 +5171,7 @@ in Zeile %3: Exportiere Animation - + Export this animation. Exportiere diese Animation. @@ -5180,38 +5180,38 @@ in Zeile %3: Reskelettiere - + Adapt this skinned mesh to a new skeleton Passe das verknüpfte Strukturgitter an ein neues Skelett an - + Transfer skinning Transferiere skinning - + Copy skinning from one mesh to another Kopiere skinning von einem Strukturgitter zu einem Anderen - + Roto-translate-rescale... Rotieren-Skallieren-vergrößern... - + Tune colors HSB... Optiemiere die Farbe HSB... - + Discard vertex animation (keep only current frame) Vertexanimation ausstellen (behalte nur den aktuellen frame) - + Mirror Spiegeln @@ -5222,151 +5222,161 @@ in Zeile %3: - + Reverse animation + + + + + Make the animation timeline go backwards. + + + + + Rename... Umbenennen... - + Move up in the list Nach oben bewegen - + Move down in the list Nach unten bewegen - + Export... Exportiere... - + Export static mesh... Exportiere ststische Mesh... - + Export vertex ani... Exportiere Vertexanim... - + Export combined mesh... Exportiere kombiniertses Mesh... - + Export all... Exportiere alles... - + Export skinned mesh... Exportiere animiertes Mesh... - + Export (nude) skeleton... Exportiere (nacktes) Skelett... - + Export skeleton with skin... Exportiere Skelett mit Skin... - + 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... Exportiere Animation... - + Reimport mesh... Importiere Mesh... - - + + Reimport this mesh from file. Importiere dieses Mesh von dieser Datei. - + Reimport animation... Importiere Animationen... - + Reimport collision body... Importiere Kollisionskörper... - + Reimport this collision mesh from file. Importiere dieses Kollisionsgitter aus der Datei. - + Reskeletonize... Reskelettieren... - + Adapt this animation to a new skeleton Passe diese Animation an ein neues Skelett an - + Make skinning stiffer Mache die Animation steifer - + Make the skinning of selected mesh(es) somewhat rigidier What means rigidier? - + Make skinning softer Mache die Animation weicher - + Make the skinning of selected mesh(es) somewhat softer. Mache die Animation der ausgwählten Mesh etwas weicher. - + Mirror this object on the X axis. Spiegel dieses Objekt auf der X-Achse. - + [Right-Click]: tools for %1. [Shift]/[Ctrl]+[Click]: Multi-sel. - + [Double-Click]: select whole. @@ -5375,136 +5385,136 @@ in Zeile %3: Rotiere-Verschiebe-Skaliere - + Apply a geometric transform. Erlaube eine geometrische Transformation. - - + + Rescale... Neuskallierung... - + (no object selected) (kein Objekt ausgewält) - + Shift time interval... Verschiebe Zeitinterval... - + Recompute normals... Senkrechte neu berechnen... - + Clean redundant vert/pos What means redundant? - + Removes any unused vertices or positions and merge identical ones Entferne allen Vertices oder Positionen und führe alle identischen zusammen - + Transform texture coords Transformiere Texturkoordinaten - + Translates/Scales/Flips UV coords Übersetzungen/Größen/Kippe UV Koordinaten - + Mount on one bone... Auf einem Knochen montieren... - + Back-faces: I dodn't know how to translate this right. So I guess.... Rückengesicht: - + Set per vertex color as ambient occlusion (globlal lighting) %1 Setze für jede Vertexfarbe einen ambient occlusion (Globale Beleuchtung) %1 - + Copy colors from texture Kopiere Farben von Textur - + Set per vertex color as texture colors %1 Setze für jede Vertexfarbe die Texturfarbe %1 - + Get dimensions... Erhalte Dimensionen... - + 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 - + 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 @@ -5517,7 +5527,7 @@ in Zeile %3: Skaliere - + Rescale this object. Skaliere dieses Objekts. @@ -5526,27 +5536,27 @@ in Zeile %3: Verschiebe Zeitinterval - + Shift a time interval for this animation Verschiebe ein Zeitinterval für diese Animation - + Make quad-dominant Mache quad-dominant - + Try to merge most triangles into fewer quads (more efficient!) Versuche die Dreiecke in weniger Vierecke zu kombinieren (effizienter!) - + Combine collision objects Kombiniere Kollisionsobjekte - + Make a combined collision obj. unifying these objs. Erstelle eine kombinierte Kollisions-OBJ. (Vereinigt diese objs). @@ -5555,7 +5565,7 @@ in Zeile %3: Neuberechnung von Normals - + Recompute normals for this model, and unify pos and vertices Neuberechnung von Normals für das Model, außerdem vereinigt es Position und Vertexes @@ -5568,42 +5578,42 @@ in Zeile %3: Vereinige Vertexe und Positionen. - + 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 Kombiniere Strukturgitter - + Make a combined mesh unifying these meshes. Erstelle ein kombiniertes Strukturgitter, welches die Strukturgitter vereinigt. - + Make a collision object Erstelle ein Kollisionsobjekt - + Turn this mesh(es) into a combined Collision object. Ändere diese(s) Strukturgitter in ein kombiniertes Kollisionsobjekt. @@ -5612,117 +5622,117 @@ in Zeile %3: Setze auf einen Knochen - + Put this mesh on top of a single skeleton bone. Setze das Strukturgitter auf einen einzelnen Skelettknochen. - + remove all Entferne alle - + Remove all faces that are backfacing (e.g. in beard meshes). Entferne alle rückwärtsgewandten Flächen (z.B. Bard Strukturgitter). - + add (x2 faces) Hinzufügen (x2 Flächen) - + Duplicate all faces: for each current face, add a backfacing face. Dupliziere alle Flächen: Für alle Flächen wird eine rückwärtsgewandte Fläche eingesetzt. - + Color with Ambient Occlusion - + Add femininized frame - + Build a feminine frame for this armour(s) - + Compute LODs - + Tries to compute a LOD pyramid - + Tell me the dimension of selected object(s) - + (Tangent dirs are needed for bump-mapping) - + Then Hue Saturation and Brightness of per-vertex colors - + Discard hit-boxes - + Discard hit-box set associated to skeletons with this name - + per-vertex color Per-Vertexfarbe - + Reset per-vertex coloring (i.e. turn all full-white) - + skinning skinning - + tangent directions - + Remove tangent directions (saves space, they are needed mainly for bumbmapping) - + normals Normals - + Disregard normals, so to merge more vertices (and use less of them) - + vertex animation Vertexanimation @@ -5743,7 +5753,7 @@ in Zeile %3: [Rechtsklick]: Werkzeug für %1. Wähle mehrere mit [Shift]-[Strg] aus. - + [Right-Click]: tools for %1. [Rechtsklick]: Werkzeuge für %1. @@ -5756,32 +5766,32 @@ in Zeile %3: Genutzt von... - + Backfacing faces Rückwärtsgewandte Flächen - + Discard Verwerfe - + Discard - + Add to reference skins Füge zu Referenzhaut hinzu - + to Skin Set %1 Nach Skinset %1 - + to Skin Set %1 [new set] Nach Skinset %1 [Neues Set] diff --git a/translations/openbrf_en.ts b/translations/openbrf_en.ts index 107ea5e..57af2df 100644 --- a/translations/openbrf_en.ts +++ b/translations/openbrf_en.ts @@ -1843,7 +1843,7 @@ ze MainWindow - + Navigate: cannot find "%1" in current module @@ -2109,13 +2109,13 @@ to add a frame to. - + Vertex number mismatch... using texture-coord matching instead of vertex-ordering - + Added frame %1 @@ -3409,10 +3409,10 @@ to add a frame to. - - - - + + + + OpenBrf @@ -3557,12 +3557,12 @@ in Z=%5 to %6 - + Computed AO%1 - + (in alpha channel) @@ -3636,27 +3636,27 @@ Select k: - + 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! - + Transfer Skinning - + Transfer skinning: select a skinned mesh first, then all target meshes. @@ -3664,65 +3664,65 @@ 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 - + Copied prop code for %1 objects (%2 with matching collison mesh) on the clipboard. @@ -3731,47 +3731,47 @@ Paste at will! - + No prop mesh found - + Copy Skinning into another mesh - + 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). @@ -3779,82 +3779,82 @@ Proceed? - + Incompatible animation - + Incompatible skin - + Canceled. - + 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"! - + 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 @@ -4025,22 +4025,22 @@ Are you sure? - + Uniform color for mesh - + %1 new BRF items found in clipboard... - + Unusable data in clipboard - + Copy Skinning into another mesh: - select one or more sample skinned mesh - copy them (ctrl+C) @@ -4052,27 +4052,27 @@ Are you sure? - + Transferred skinning into %1 mesh(es) from %2 exemplar mesh(es). - + Transferred skinning into %1 mesh(es) from skeleton '%2'. - + 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. - + To apply carry position '%1', I need to know the weapon lenght. Use the ruler tool to tell me the lenght of weapon '%2'. @@ -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 @@ -4424,371 +4424,381 @@ at line %3: - + + Reverse animation + + + + + Make the animation timeline go backwards. + + + + Remove - + Duplicate - + next tab - + left tab - + Move this object upward 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) - + Info on mesh import/export - + Export this model (or this frame) as a 3D static mesh. - + Export this model as a mesh with vertex animation. - + Export this group of models in a single OBJ. - + Export all meshes - + Export each of these models as separate OBJs. - + Export each of these collison bodies as separate files. - + Export this model (or this frame) as a skinned mesh. - + Export this skeleton (as a set of nude bones). - + 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 this animation. - + Adapt this skinned mesh to a new skeleton - + Transfer skinning - + Copy skinning from one mesh to another - + Roto-translate-rescale... - - + + Rescale... - + (no object selected) - + Shift time interval... - + Recompute normals... - + Clean redundant vert/pos - + Removes any unused vertices or positions and merge identical ones - + Mount on one bone... - + Back-faces: - + Set per vertex color as ambient occlusion (globlal lighting) %1 - + Copy colors from texture - + Set per vertex color as texture colors %1 - + Get dimensions... - + 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 - + Separate all frames - + Split all frames, making 1 mesh per frame - + Color uniform... - + Set per vertex color as a uniform color %1 - + Tune colors HSB... - + Discard hit-boxes - + Discard hit-box set associated to skeletons with this name - + Discard skinning (per-verex bone attachments) - + Discard vertex animation (keep only current frame) - + Make a skeleton-modification mesh... - + Modify from a skeleton-modification mesh... - + Group rename... - + Used by: - + Mirror @@ -4798,370 +4808,370 @@ at line %3: - - + + Rename... - + Move up in the list - + Move down in the list - + Export... - + Export static mesh... - + Export vertex ani... - + Export combined mesh... - + Export all... - + Export skinned mesh... - + Export (nude) skeleton... - + Export skeleton with skin... - + Export animation... - + Reimport mesh... - - + + Reimport this mesh from file. - + Reimport animation... - + Reimport collision body... - + Reimport this collision mesh from file. - + Reskeletonize... - + Adapt this animation to a new skeleton - + 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. - + Apply a geometric transform. - + Rescale this object. - + 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 for this model, and unify pos and vertices - + 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. - + Put this mesh on top of a single skeleton bone. - + remove all - + Remove all faces that are backfacing (e.g. in beard meshes). - + add (x2 faces) - + Duplicate all faces: for each current face, add a backfacing face. - + Color with Ambient Occlusion - + Add femininized frame - + Build a feminine frame for this armour(s) - + Compute LODs - + Tries to compute a LOD pyramid - + Tell me the dimension of selected object(s) - + Recompute tangent dirs - + (Tangent dirs are needed for bump-mapping) - + Then Hue Saturation and Brightness of per-vertex colors - + per-vertex color - + Reset per-vertex coloring (i.e. turn all full-white) - + skinning - + 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 - + [Right-Click]: tools for %1. [Shift]/[Ctrl]+[Click]: Multi-sel. - + [Double-Click]: select whole. - + [Right-Click]: tools for %1. - + Backfacing faces - + Discard - + Discard - + Add to reference skins - + to Skin Set %1 - + to Skin Set %1 [new set] diff --git a/translations/openbrf_es.qm b/translations/openbrf_es.qm index 46c96e2..ad5b1fa 100644 Binary files a/translations/openbrf_es.qm and b/translations/openbrf_es.qm differ diff --git a/translations/openbrf_es.ts b/translations/openbrf_es.ts index 1acca78..6a5bb29 100644 --- a/translations/openbrf_es.ts +++ b/translations/openbrf_es.ts @@ -2559,7 +2559,7 @@ al que añadir un fotograma o cuadro. - + Vertex number mismatch... using texture-coord matching instead of vertex-ordering El número de vértices no concuerda... se usarán las coordenadas de textura para ordenarlos. @@ -4064,11 +4064,11 @@ al que añadir un fotograma o cuadro. <i>No puedo mostrar la textura real porque:</i><br><b>%1</b><br><br>%2<br><br><b>Solución: </b>%3 - + - + @@ -4076,7 +4076,7 @@ al que añadir un fotograma o cuadro. OpenBRF - + %1 been modified. Save changes? %1 ha sido modificado. @@ -4250,7 +4250,7 @@ o discordancia en la vinculación esqueletal). - + Computed AO%1 AO calculado %1 @@ -4277,7 +4277,7 @@ Overwrite it? ¿Quieres sobreescribirlo? - + Normals recomputed with %1% hard edges. Normales recalculadas con un %1% de los bordes muy marcados. @@ -4347,7 +4347,7 @@ selecciona un modelo vinculado a un esqueleto, después selecciona los modelos a vincular. - + Same skeleton: reskeletonization canceled. @@ -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? @@ -4959,7 +4959,7 @@ Overwrite it? Primero selecciona uno o más animaciones que tengan el mismo número de huesos - + Skeleton %1 has no associated hit-box set. Canceled El esqueleto %1 no tiene ningún cuerpo de colisió asociado. Cancelado @@ -5706,7 +5706,7 @@ en la línea %3: Renombrar - + Remove Eliminar @@ -6087,7 +6087,7 @@ en la línea %3: Elimina la vinculación esqueletal (las ataduras por vértice de cada hueso) - + [Right-Click]: tools for %1. [Shift]/[Ctrl]+[Click]: Multi-sel. [Clic derecho]: Herramientas para %1. Selecciones múltiples con [Mayús] ó [Ctrl] y [Clic]. @@ -6105,7 +6105,7 @@ en la línea %3: descartar: - + Discard vertex animation (keep only current frame) Descartar animación de vértices (mantiene únicamente el fotograma actual) @@ -6124,7 +6124,7 @@ en la línea %3: [Clic derecho]: Herramientas para %1. Selecciones múltiples con [Mayús] ó [Ctrl] - + Group rename... Renombrar en grupo... @@ -6134,24 +6134,24 @@ en la línea %3: Usado por: - - + + Mirror Volteo simétrico - + Split via actions.txt... Dividir mediante «actions.txt»... - - + + Rename... Renombrar... - + Move up in the list Subir un puesto en la lista @@ -6476,7 +6476,17 @@ en la línea %3: Separar todos los fotogramas - + + Reverse animation + Invertir el sentido de la animación + + + + Make the animation timeline go backwards. + Hace que el movimiento de la animación vaya al revés. + + + Export skinned mesh... Exportar modelo esqueletal... @@ -6633,7 +6643,7 @@ en la línea %3: [Click Derecho]: Herramientas para %1. Selecciones múltiples con [Máyus]-[Ctrl] - + [Right-Click]: tools for %1. [Click Derecho]: Herramientas para %1. @@ -6661,7 +6671,7 @@ en la línea %3: Descartar - + Add to reference skins Añadir a los modelos de referencia: @@ -6679,7 +6689,7 @@ en la línea %3: TT - + new_%1 nuevo_%1 diff --git a/translations/openbrf_ja.ts b/translations/openbrf_ja.ts index eaef05f..ce6b81d 100644 --- a/translations/openbrf_ja.ts +++ b/translations/openbrf_ja.ts @@ -1896,7 +1896,7 @@ ze MainWindow - + Navigate: cannot find "%1" in current module リンク追跡: 現在の MOD に "%1" は見つかりません @@ -2188,13 +2188,13 @@ to add a frame to. - + Vertex number mismatch... using texture-coord matching instead of vertex-ordering 頂点番号が不一致... 頂点の順番の代わりにテクスチャ座標の一致で判定 - + Added frame %1 追加されたフレーム %1 @@ -3496,10 +3496,10 @@ to add a frame to. - - - - + + + + OpenBrf @@ -3657,12 +3657,12 @@ Z=%5 ~ %6 剛体を自動修正済み。 - + Computed AO%1 計算された AO%1 - + (in alpha channel) (アルファ・チャネル) @@ -3745,27 +3745,27 @@ k の値を選択: - + Skeleton %1 has no associated hit-box set. Canceled スケルトン %1 に対応するヒット・ボックス・セットがありません。中止しました - + 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) スケルトン名 %1 に関連付けられたヒット・ボックスを削除しますか?<br /><br />(この MOD では、この %1 というスケルトンにヒット・ボックスが無くなることを意味します) - + 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! スケルトンを再スケールします<br/>(存在する場合はヒット・ボックスも)<br />何パーセントで再スケールしますか?<br /><br />(>100 なら拡大)<br /><br /><b>警告!</ b><br />このスケルトンを使用しているすべてのスキン付きメッシュも<br />再スケールする必要があります! - + Transfer Skinning スキン状態の移行 - + Transfer skinning: select a skinned mesh first, then all target meshes. @@ -3776,7 +3776,7 @@ then all target meshes. - + Same skeleton: reskeletonization canceled. @@ -3785,7 +3785,7 @@ reskeletonization canceled. - + Different number of bones: reskeletonization canceled. @@ -3794,14 +3794,14 @@ reskeletonization canceled. - + Renaming %1... new name: %1 を改名中... 新しい名前: - + %3 common prefix for %1 %2... new prefix: 「%3」は "Changing the" または "Adding a"。 @@ -3809,39 +3809,39 @@ new prefix: 新規 接頭子: - + Changing the 変更 - + Adding a 追加 - - + + %1: Select one skeleton with a hitbox first %1: 先に、ヒット・ボックス付きスケルトンを一つ選択して下さい - + %1: skeleton %2 has no kwown hitbox to copy %1: スケルトン %2 にはコピーできる既知のヒット・ボックスがありません - - + + Wrong number of bones! (%1 in %2 VS %3 in %4). Cannot perform action ボーンの数が不正です! (%2 に %1 個、%4 に %3 個)。実行できません - + Cannot paste hitboxes: I don't have a hitboxes plus skeleton in clipboard ヒット・ボックスを貼り付けできません: クリップボードに「ヒットボックス+スケルトン」無し - + Copied prop code for %1 objects (%2 with matching collison mesh) on the clipboard. @@ -3854,47 +3854,47 @@ Paste at will! 貼り付け は ご自由に! - + No prop mesh found 小道具のメッシュが見つかりません - + Copy Skinning into another mesh スキン状態を他のメッシュへコピー - + Vertex number mismatch... using texture-coord matching instead 頂点数が不一致...代わりに一致するテクスチャ座標を使います - + Cannot paste timings! Select *one* animated mesh or skel animation タイミングの貼り付けができません。アニメーション付きメッシュかスケルトン・アニメーションを「1 つ」選択して下さい。 - + Pasted timings over %1 (animated) mesh %1 の(アニメ付き)メッシュにタイミングを貼り付けました - + Pasted timings over %1 skeletal animations %1 のスケルトン・アニメーションにタイミングを貼り付けました - + Cannot paste times over that そこへはタイミングを貼り付けできません - + 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. 修正メッシュの貼り付けを使うには、まず 2 フレームからなるメッシュをコピーします。次に、1 つ以上の宛先メッシュを選択し、フレーム 0 と同じ位置にある宛先メッシュの任意フレーム内の頂点を「修正を貼り付け」すると、フレーム 1 の位置に貼り付けられます。 - + This will produce a vertex ani with %1x%2 xyz positions+normals (%4 MB). @@ -3905,83 +3905,83 @@ Proceed? 続行しますか? - + Incompatible animation アニメーションが非互換 - + Incompatible skin スキンが非互換 - + Canceled. キャンセルされました。 - + Added mesh %1 to set %2. 追加されたメッシュ %1 to set %2. - + Animation %2 split in %1 chunks! アニメーション %2 の分割数 %1 ! - + Animation could be auto-split (frames are too conescutive) アニメーションが自動分割され得ます (フレームが連続しすぎ) - + Select an "actions.txt" file (hint: it's in the module dir) actions.txt ファイルを一つ選択して下さい (MOD のフォルダ下) - + %1\actions.txt Windows のパスなので、円記号のままでよい。 - + Txt file(*.txt) テキスト・ファイル (*.txt) - + Split canceled. 分割を中止しました。 - + Nothing to split (or could not split). 分割すべきものがありません (または できません)。 - + Animation %2 split in %1 chunks -- new animation.txt file save in "%3"! アニメーション %2 の分割数 %1 -- 新規 animation.txt を "%3" に保存! - + Cannot save reference file! 参照ファイルを保存できません! - + Editing reference file... 参照ファイルを編集中... - + Cannot load %1. %1 をロードできません。 - + You are saving a CommonRes file! (i.e. not one specific of this module). @@ -3992,139 +3992,139 @@ Are you sure? よろしいですか? - + Cannot write file %1. ファイル %1 へ書き込めません。 - + File saved! ファイルは保存されました! - + Open File ファイルを開く - + Resource (*.brf) リソース (*.brf) - + Reference file saved! 参照ファイルを保存しました! - + M&B Resource (*.brf) M&B リソース (*.brf) - + WarBand Resource v.1 (*.brf) Warband リソース v.1 (*.brf) - + Save File ファイルを保存 - + [not in module.ini] [module.ini 内に無し] - + %1%2 - + %1 - %2%3%4 - + Redone %1 %1 をやり直す - + Undone %1 「元に戻した」?? %1 を元に戻す - + Undo %1 %1 を元に戻す - + Undo 元に戻す - + Redo %1 %1 をやり直す - + Redo やり直す - + &Repeat %1 %1 を繰り返す (&R) - + %5 %1 brf files from module.ini of "%3"-- %2 msec total [%4 text/mat/shad] 1=配列サイズ, 2=経過時間, 3=MOD名, 4=参照obj, 5="scanned" または"ERRORS found while scanning" "%3" の module.ini から %1 個の brf ファイルを %5 -- 所要時間 %2 msec [%4 テクスチャ/マテリアル/シェーダ] - + scanned スキャン済 - + ERRORS found while scanning スキャンし、ERROR あり - + &%1 %2 - + New Lod parameters set 新規 LOD パラメータ・セット - + Cancelled キャンセルされました - + Collision objects flags 衝突オブジェクト・フラグ - + Mesh flags メッシュ・フラグ群 - + Texture flags テクスチャ・フラグ群 @@ -4159,22 +4159,22 @@ Are you sure? まず、同じ数のボーンを使う 1 つ以上のアニメーションを選択して下さい - + Uniform color for mesh メッシュの色を均一にする - + %1 new BRF items found in clipboard... クリップボード内に、%1 個の新しい BRF 項目が見つかりました... - + Unusable data in clipboard クリップボード内に、使えないデータがあります - + Copy Skinning into another mesh: - select one or more sample skinned mesh - copy them (ctrl+C) @@ -4193,27 +4193,27 @@ Are you sure? - + Transferred skinning into %1 mesh(es) from %2 exemplar mesh(es). 参照先メッシュ %2 から目的のメッシュ %1 へスキン状態をコピーしました。 - + Transferred skinning into %1 mesh(es) from skeleton '%2'. 参照先スケルトン %2 から目的のメッシュ %1 へスキン状態をコピーしました。 - + I need to know from which skeleton to Unmount. Select a skeleton in the panel. アンマウントすべきスケルトンを、パネルで選択して下さい。 - + Not a single skeleton found in reference data! Cancelling operation. 参照先データにスケルトンが見つかりませんでした。操作を中止します。 - + To apply carry position '%1', I need to know the weapon lenght. Use the ruler tool to tell me the lenght of weapon '%2'. @@ -4224,12 +4224,12 @@ Activate ruler tool? 定規(ものさし)ツールを起動しますか? - + <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>全 MOD 共通の OpenBRF 参照ファイル(下記)に保存しようとしています。<br>"%1"</p><p>MOD "%3" に<i>固有</i>の下記に保存しますか?<br>"%2"</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... @@ -4238,23 +4238,23 @@ Tangent directions will not be saved... 接線方向は保存されません... - + %1 - editing internal reference data %3 %2 1=ウィンドウ・タイトル"OpenBrf", 2="(*)(**)"か"(*)"か"(**), 3="(for [MOD名] mod)"か空。 %1 - %3 内部参照データを編集中 %2 - + (for [%1] mod) (mod [%1] の) - + Shader Requirements シェーダの要件 - + Shader flags シェーダ・フラグ群 @@ -4354,7 +4354,7 @@ Overwrite it? 上書きしても よいですか? - + Material flags マテリアル・フラグ群 @@ -4602,377 +4602,387 @@ at line %3: 二つのアニメーションを一つにマージ。いずれの間隙も正しいことが必要! - + + Reverse animation + + + + + Make the animation timeline go backwards. + + + + Remove 削除 - + Duplicate 複製 - + next tab 次のタブ - + left tab 左タブ - + Move this object upward in the list このオブジェクトを、一覧の中で上行へ移動 - + Move this object one step down in the list このオブジェクトを、一覧の中で下行へ移動 - + Add to reference animations 参照先アニメーションに追加 - + Add this animation to reference animations (to use it later to display skinned meshes). このアニメーションを、参照アニメーションへ追加します (後でスキン付きメッシュを表示するのに使えます)。 - + Add to reference skeletons 参照先スケルトンへ追加 - + Add this animation to reference skeletons (to use it later for animations). このアニメーションを、参照先スケルトンへ追加します(後でアニメーションに使用)。 - + set %1 1=「A」~「J」。恐らく「to Skin Set %1」と同類? セット %1 - + Add this mesh to reference skins (to use it later to display animations). このメッシュを、参照先スキンへ追加(後でアニメーション表示に使用)。 - + <none> タグではなさそう? - + mod file <%1> MOD ファイル <%1> - + mod file <%1> (indirectly) MOD ファイル <%1> (間接的) - + <no .txt file> <.txt なし> - + <core engine> <コア・エンジン> - + <core engine> (indirectly) <コア・エンジン> (間接的) - + <not in module.ini> <module.ini 内になし> - + <save file to find out> <ファイルを保存して確認を> - + (not computed: compute now) (未計算: 今すぐ計算する) - + Info on mesh import/export メッシュのインポート/エクスポートの情報 - + Export this model (or this frame) as a 3D static mesh. このモデル(またはフレーム)を、3D 静的メッシュとしてエクスポート。 - + Export this model as a mesh with vertex animation. このモデルを、頂点アニメ付きメッシュとしてエクスポート。 - + Export this group of models in a single OBJ. このモデル・グループを、単一の .obj へエクスポート。 - + Export all meshes 全メッシュをエクスポート - + Export each of these models as separate OBJs. これら各モデルを、別々の .obj へエクスポート。 - + Export each of these collison bodies as separate files. これら各 衝突体を、別々のファイルへエクスポート。 - + Export this model (or this frame) as a skinned mesh. このモデル (またはフレーム) を、スキン付きメッシュとしてエクスポート。 - + Export this skeleton (as a set of nude bones). このスケルトンを、(ボーンだけからなり集合として)エクスポート。 - + Export this skeleton (as a skinned skin). 原文 as a skinned skin は不可解。 このスケルトンを、(スキン付きとして) エクスポート。 - + Export a skin for this ani このアニメーション用のスキンをエクスポート - + Export a skinned skin which can be used for this animation. 原文 as a skinned skin は不可解。 このアニメーションで使われるスキン状態をエクスポート。 - + Convert into vertex animation 頂点アニメーションに変換 - + Convert skeletal animation into a vertex animation using current skin and skeleton スケルトン・アニメーションを、現在のスキンとスケルトンを使った頂点アニメーションに変換 - + Convert skinned mesh into a vertex animation using current animation and skeleton スキン付きメッシュを、現在のアニメーションとスキンを使う頂点アニメに変換 - + Export this animation. このアニメーションをエクスポート。 - + Adapt this skinned mesh to a new skeleton このスキン付きメッシュを、新規スケルトンに適用 - + Transfer skinning スキン状態を移行 - + Copy skinning from one mesh to another メッシュ間でスキン状態をコピー - + Roto-translate-rescale... 回転-移動-拡縮... - - + + Rescale... 拡縮... - + (no object selected) (オブジェクトが未選択) - + Shift time interval... 時間間隔をシフト... - + Recompute normals... 法線を再計算... - + Clean redundant vert/pos 冗長な頂点/位置を削除 - + Removes any unused vertices or positions and merge identical ones 不用の頂点や位置を削除し、同一なものは統合 - + Mount on one bone... ボーンの一つに付ける... - + Back-faces: 裏面: - + Set per vertex color as ambient occlusion (globlal lighting) %1 1=(keep shift pressed to multiply) 頂点毎の色を、アンビエント オクルージョン (グローバル ライティング) として設定 %1 - + Copy colors from texture テクスチャから色をコピー - + Set per vertex color as texture colors %1 1=(keep shift pressed to multiply) 頂点毎の色を、テクスチャの色として設定 %1 - + Get dimensions... 寸法を取得... - + skinning (freeze current pose) スキン付け(スキニング) (現在の姿勢を維持) - + Discard skinning, but freeze mesh in its current pose スキン状態を解除。メッシュの姿勢は現状維持 - + skinning (un-mount from bone) スキン付けを解除 (ボーンから外す) - + Discard skinning, and move object back at origin. スキン状態をやめ、オブジェクトを原点に戻す。 - + Merge as frames in a vertex ani 頂点アニメーション内のフレームとしてマージ - + Merge these meshes, in their current order, as frames in a mesh ani これらのメッシュを、別のメッシュ内のフレーム群として、現在の順でマージ - + Separate all frames 全フレームを分離 - + Split all frames, making 1 mesh per frame 全フレームを分割して、1 フレームあたり 1 メッシュにする - + Color uniform... 色統合... - + Set per vertex color as a uniform color %1 頂点毎の色を均一な色 %1 にする - + Tune colors HSB... 色の HSB を調整... - + Discard hit-boxes ヒット・ボックスを破棄 - + Discard hit-box set associated to skeletons with this name この名前のスケルトンに関連付けられたヒット・ボックス セットを破棄 - + Discard skinning (per-verex bone attachments) スキン状態 (頂点毎のボーンの割り当て) を破棄 - + Discard vertex animation (keep only current frame) 頂点アニメーションを破棄 (現在のフレームのみ残す) - + Make a skeleton-modification mesh... スケルトン変形メッシュを作成... - + Modify from a skeleton-modification mesh... スケルトン変形メッシュ (a skeleton-modification mesh) から変更... - + Group rename... グループ改名... - + Used by: 使用元: - + Mirror ミラー @@ -4982,370 +4992,370 @@ at line %3: actions.txt 経由で分割... - - + + Rename... 改名... - + Move up in the list 一覧内の一つ上へ - + Move down in the list 一覧内の一つ下へ - + Export... エクスポート... - + Export static mesh... 静的メッシュをエクスポート... - + Export vertex ani... 頂点アニメをエクスポート... - + Export combined mesh... 結合メッシュをエクスポート... - + Export all... 全てをエクスポート... - + Export skinned mesh... スキン付きメッシュをエクスポート... - + Export (nude) skeleton... スケルトン (単体) をエクスポート... - + Export skeleton with skin... スキン付きスケルトンをエクスポート... - + Export animation... アニメーションをエクスポート... - + Reimport mesh... メッシュを再インポート... - - + + Reimport this mesh from file. このメッシュをファイルからインポートし直す。 - + Reimport animation... アニメーションを再インポート... - + Reimport collision body... 衝突判定体を再インポート... - + Reimport this collision mesh from file. この衝突判定用メッシュをファイルからインポートし直す。 - + Reskeletonize... 再スケルトン化... - + Adapt this animation to a new skeleton このアニメーションを新規スケルトンに適用 - + Make skinning stiffer スキンを きつく (硬く) する - + Make the skinning of selected mesh(es) somewhat rigidier 選択中のメッシュのスキン状態を いくらか強める。 - + Make skinning softer スキンを ゆるく (柔らかく) する - + Make the skinning of selected mesh(es) somewhat softer. 選択中のメッシュのスキン状態を いくらか弱める。 - + Mirror this object on the X axis. X 軸に対称の鏡像を作る。 - + Apply a geometric transform. 幾何学的変換を適用する。 - + Rescale this object. このオブジェクトを拡大縮小する。 - + Shift a time interval for this animation このアニメーション用の時間間隔をシフトする - + Make quad-dominant クワッド・ドミナント再メッシュ化 - + Try to merge most triangles into fewer quads (more efficient!) ほとんどの三角形から より少ない四角形へのマージを試みる (より効率的!) - + Combine collision objects 衝突判定オブジェクトを結合 - + Make a combined collision obj. unifying these objs. これらのオブジェクトを統合し、結合された衝突オブジェクトにする。 - + Recompute normals for this model, and unify pos and vertices このモデルの法線を再計算し、位置 (pos) と頂点 (vertices) を統合 - + Transform texture coords テクスチャ座標を変更 - + Translates/Scales/Flips UV coords UV 座標を、移動/拡縮/反転 - + Quick fix skinning of rigid-parts リグ付き部品のスキン状態を簡易修正 - + Attempts to fix skinning of small-parts, making them rigid 小さな部品のスキン状態を修正し、リグの整合性を高めるよう試みる - + Split into connected sub-meshes 結合されたサブメッシュに分割 - + Create a separate mesh for each connected component of this mesh. このメッシュについて、結合されたコンポーネント毎に個別のメッシュを作成する。 - + Combine meshes メッシュ同士を結合 - + Make a combined mesh unifying these meshes. これらのメッシュを統合し、結合メッシュにする。 - + Make a collision object 衝突判定オブジェクトを作成 - + Turn this mesh(es) into a combined Collision object. このメッシュ (群) を、結合された衝突判定オブジェクトに変換する。 - + Put this mesh on top of a single skeleton bone. このメッシュを、単一スケルトンの先頭ボーンに据える。 - + remove all 全て削除 - + Remove all faces that are backfacing (e.g. in beard meshes). 反転した面を全て削除する (例: ひげメッシュ内)。 - + add (x2 faces) 追加 (面を倍に) - + Duplicate all faces: for each current face, add a backfacing face. 全ての面を複製。現在の各面に、反転した面を追加。 - + Color with Ambient Occlusion アンビエント・オクルージョンで着色 - + Add femininized frame 女性化用フレームを追加 - + Build a feminine frame for this armour(s) この防具 (群) に女性のフレームを一つ生成 - + Compute LODs LOD を計算 - + Tries to compute a LOD pyramid LOD ピラミッド (カメラからの距離ごとのローポリ) の計算を試みる - + Tell me the dimension of selected object(s) 選択オブジェクト (群) の寸法を読み取る - + Recompute tangent dirs 接線方向を再計算 - + (Tangent dirs are needed for bump-mapping) (接線方向は、バンプ・マッピングに必要) - + Then Hue Saturation and Brightness of per-vertex colors 次に、各頂点色の色相/彩度/明度 - + per-vertex color 頂点毎の色 - + Reset per-vertex coloring (i.e. turn all full-white) 頂点毎の色をリセット (全て白に) - + skinning スキニング - + tangent directions 接線方向 - + Remove tangent directions (saves space, they are needed mainly for bumbmapping) 接線方向を削除 (スペースを節約。主にバンプ・マッピング用) - + normals 法線 - + Disregard normals, so to merge more vertices (and use less of them) 法線を破棄し、より多くの頂点のマージ (頂点数 減) を可能にする - + vertex animation 頂点アニメーション - + [Right-Click]: tools for %1. [Shift]/[Ctrl]+[Click]: Multi-sel. [Right-Click]: %1 用ツール。 Shift/Ctrl クリック: 複数選択。 - + [Double-Click]: select whole. ダブル・クリック: 全選択。 - + [Right-Click]: tools for %1. 右クリック: %1 用ツール。 - + Backfacing faces 反転した面 - + Discard 破棄 - + Discard 破棄 - + Add to reference skins 参照先スキンへ追加 - + to Skin Set %1 スキン・セット %1 へ - + to Skin Set %1 [new set] 新規スキン・セット %1 へ diff --git a/translations/openbrf_zh.ts b/translations/openbrf_zh.ts index bf3c89e..8c63e74 100644 --- a/translations/openbrf_zh.ts +++ b/translations/openbrf_zh.ts @@ -2618,13 +2618,13 @@ to add a frame to. - + Vertex number mismatch... using texture-coord matching instead of vertex-ordering 顶点编号不匹配...采用纹理坐标匹配取代顺序匹配 - + Added frame %1 已加入帧 %1 @@ -3894,10 +3894,10 @@ to add a frame to. - - - - + + + + OpenBrf @@ -4226,12 +4226,12 @@ Select k: 选择 k: - + Transfer Skinning 传递绑定 - + Transfer skinning: select a skinned mesh first, then all target meshes. @@ -4242,7 +4242,7 @@ then all target meshes. - + Same skeleton: reskeletonization canceled. @@ -4251,7 +4251,7 @@ reskeletonization canceled. - + Different number of bones: reskeletonization canceled. @@ -4260,26 +4260,26 @@ reskeletonization canceled. - + Renaming %1... new name: 重命名 %1... 新名称: - + %3 common prefix for %1 %2... new prefix: %3 %1个%2的公共前缀... 新前缀: - + Changing the 修改 - + Adding a 添加 @@ -4355,12 +4355,12 @@ in Z=%5 to %6 - + Computed AO%1 - + (in alpha channel) @@ -4409,39 +4409,39 @@ in Z=%5 to %6 - + 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) - - + + %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 - + Copy Skinning into another mesh 将绑定复制到另一个模型 @@ -4464,37 +4464,37 @@ in Z=%5 to %6 - + Vertex number mismatch... using texture-coord matching instead 顶点编号不匹配...采用纹理坐标匹配取代顺序匹配 - + Cannot paste timings! Select *one* animated mesh or skel animation 无法粘贴时间信息! 一次选择*一个*顶点动画模型或骨骼动画 - + Pasted timings over %1 (animated) mesh 将时间信息粘贴到%1个模型(动画) - + Pasted timings over %1 skeletal animations 将时间信息粘贴到%1个骨骼动画 - + Cannot paste times over that 无法将时间信息粘贴到此处 - + 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. 粘贴修改的用法: 首先复制一个包含2帧的模型;随后,选中一个或多个需要修改的目标模型;选择"粘贴修改"。所有坐标与复制模型第0帧对应顶点相同的顶点,将在目标模型第1帧中被移动到复制模型对应顶点的相应位置。 - + Canceled. 取消。 @@ -4503,72 +4503,72 @@ in Z=%5 to %6 已加载%1件模型%2到骨骼%3 - + Added mesh %1 to set %2. 已添加模型%1到%2组合。 - + Animation %2 split in %1 chunks! 已将动画%2拆分为%1段! - + Animation could be auto-split (frames are too conescutive) 动画可能被自动拆分(帧太密集) - + Select an "actions.txt" file (hint: it's in the module dir) 选择一个"actions.txt"文件(提示:在模组目录下) - + %1\actions.txt - + Txt file(*.txt) 文本文件 (*.txt) - + Split canceled. 拆分取消。 - + Nothing to split (or could not split). 没有东西可以拆分(或者无法拆分)。 - + Animation %2 split in %1 chunks -- new animation.txt file save in "%3"! 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 @@ -4821,27 +4821,27 @@ Overwrite it? - + 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 - + %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. @@ -4850,12 +4850,12 @@ Paste at will! - + No prop mesh found - + Copy Skinning into another mesh: - select one or more sample skinned mesh - copy them (ctrl+C) @@ -4867,17 +4867,17 @@ Paste at will! - + Transferred skinning into %1 mesh(es) from %2 exemplar mesh(es). - + Transferred skinning into %1 mesh(es) from skeleton '%2'. - + This will produce a vertex ani with %1x%2 xyz positions+normals (%4 MB). @@ -4885,27 +4885,27 @@ 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. - + To apply carry position '%1', I need to know the weapon lenght. Use the ruler tool to tell me the lenght of weapon '%2'. @@ -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 @@ -5567,22 +5567,22 @@ at line %3: 重命名 - + Remove 移除 - + Duplicate 重复 - + next tab 下一个标签页 - + left tab 上一个标签页 @@ -5591,7 +5591,7 @@ at line %3: 上移 - + Move this object upward in the list 将项目在列表中向上移动 @@ -5600,82 +5600,82 @@ at line %3: 下移 - + Move this object one step down in the list 将项目在列表中向下移动 - + Add to reference animations 加入样本动画 - + Add this animation to reference animations (to use it later to display skinned meshes). 将该动画加入样本动画(用于显示绑定的模型)。 - + Add to reference skeletons 加入样本骨骼 - + Add this animation to reference skeletons (to use it later for animations). 将该动画加入样本骨骼(用于显示动画)。 - + set %1 %1组合 - + Add this mesh to reference skins (to use it later to display animations). 将模型加入样本皮肤(用于显示动画)。 - + <none> - + mod file <%1> 模组文件 <%1> - + mod file <%1> (indirectly) 模组文件 <%1> (间接关联) - + <no .txt file> <非txt文件> - + <core engine> <核心引擎文件> - + <core engine> (indirectly) <核心引擎文件>(间接关联) - + <not in module.ini> <module.ini中未声明> - + <save file to find out> <保存以更新信息> - + (not computed: compute now) (未处理: 立即处理) @@ -5684,7 +5684,7 @@ at line %3: 导出 - + Info on mesh import/export 模型导入/导出信息 @@ -5693,7 +5693,7 @@ at line %3: 导出为静态模型 - + Export this model (or this frame) as a 3D static mesh. 将该模型(或该帧)导出为一个3D静态模型。 @@ -5702,7 +5702,7 @@ at line %3: 导出顶点动画 - + Export this model as a mesh with vertex animation. 将该模型导出为带定点动画的模型。 @@ -5712,23 +5712,23 @@ at line %3: 导出模型组 - + Export this group of models in a single OBJ. Export this group of model in a single OBJ. 将该组模型导出到一个单独的OBJ中。 - + Export all meshes 导出所有模型 - + Export each of these models as separate OBJs. 将每一个模型导出到一个单独的OBJ文件。 - + Export each of these collison bodies as separate files. @@ -5737,7 +5737,7 @@ at line %3: 导出绑定的模型 - + Export this model (or this frame) as a skinned mesh. 将该模型(或该帧)导出为一个绑定的模型。 @@ -5746,7 +5746,7 @@ at line %3: 导出(纯)骨骼 - + Export this skeleton (as a set of nude bones). 将该骨骼(仅骨骼块)导出。 @@ -5755,17 +5755,17 @@ at line %3: 导出带皮肤的骨骼 - + Export this skeleton (as a skinned skin). 将该骨骼(带绑定的皮肤)导出。 - + Export a skin for this ani 导出带皮肤动画 - + Export a skinned skin which can be used for this animation. 将该动画连同绑定的皮肤导出。 @@ -5774,7 +5774,7 @@ at line %3: 导出动画 - + Export this animation. 导出该动画。 @@ -5783,28 +5783,28 @@ at line %3: 骨骼转化 - + Adapt this skinned mesh to a new skeleton 将该绑定的模型转移到一个新的骨骼上 - + Transfer skinning 传递绑定 - + Copy skinning from one mesh to another 复制一个模型的绑定到另一个 - + Mirror 镜像 - + Mirror this object on the X axis. 沿X轴镜像翻转该项。 @@ -5821,7 +5821,7 @@ at line %3: 缩放 - + Rescale this object. 缩放该项目。 @@ -5830,27 +5830,27 @@ at line %3: 平移时间区段 - + Shift a time interval for this animation 将该动画的时间区段平移 - + Make quad-dominant 四边形化 - + Try to merge most triangles into fewer quads (more efficient!) 尝试将大部分三角形合并为四边形(节省资源) - + Combine collision objects 合并碰撞模型 - + Make a combined collision obj. unifying these objs. 将这些碰撞模型合并成一个碰撞模型。 @@ -5859,7 +5859,7 @@ at line %3: 重新计算法线 - + Recompute normals for this model, and unify pos and vertices 重新计算该模型的范县,统一坐标和顶点 @@ -5872,42 +5872,42 @@ at line %3: 统一相同的顶点和坐标。 - + 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 合并模型 - + Make a combined mesh unifying these meshes. 将这些模型合并成一个。 - + Make a collision object 创建碰撞体 - + Turn this mesh(es) into a combined Collision object. 将模型合并为一个碰撞体。 @@ -5916,93 +5916,93 @@ at line %3: 加载到单一骨骼 - + Put this mesh on top of a single skeleton bone. 将该模型放在一块单一骨骼上。 - + remove all 全部移除 - + Remove all faces that are backfacing (e.g. in beard meshes). 移除所有反向的面(例:胡须模型)。 - + Back-faces: - + add (x2 faces) 添加(面数翻倍) - + Duplicate all faces: for each current face, add a backfacing face. 为每一面添加一个反向面。 - + Color with Ambient Occlusion - + Add femininized frame - + Build a feminine frame for this armour(s) - + Compute LODs - + Tries to compute a LOD pyramid - + Get dimensions... - + (Tangent dirs are needed for bump-mapping) - + Then Hue Saturation and Brightness of per-vertex colors - + per-vertex color 顶点着色 - + skinning 绑定 - + tangent directions - + vertex animation 顶点动画 @@ -6068,346 +6068,356 @@ at line %3: - + Reverse animation + + + + + Make the animation timeline go backwards. + + + + + Rename... - + Move up in the list - + Move down in the list - + Export... - + Export static mesh... - + Export vertex ani... - + Export combined mesh... - + Export all... - + Export skinned mesh... - + Export (nude) skeleton... - + Export skeleton with skin... - + 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... - + Reimport mesh... - - + + Reimport this mesh from file. - + Reimport animation... - + Reimport collision body... - + Reimport this collision mesh from file. - + Reskeletonize... - + Adapt this animation to a new skeleton - + Make skinning stiffer - + Make the skinning of selected mesh(es) somewhat rigidier - + Make skinning softer - + Make the skinning of selected mesh(es) somewhat softer. - + Roto-translate-rescale... - + Apply a geometric transform. - - + + Rescale... - + (no object selected) - + Shift time interval... - + Recompute normals... - + Clean redundant vert/pos - + Removes any unused vertices or positions and merge identical ones - + Transform texture coords - + Translates/Scales/Flips UV coords - + Mount on one bone... - + Set per vertex color as ambient occlusion (globlal lighting) %1 - + Copy colors from texture - + Set per vertex color as texture colors %1 - + Set per vertex color as a uniform color %1 - + skinning (freeze current pose) - + skinning (un-mount from bone) - + Discard skinning, and move object back at origin. - + Discard skinning (per-verex bone attachments) - + Group rename... - + Used by: - + Tell me the dimension of selected object(s) - + Discard skinning, but freeze mesh in its current pose - + Merge as frames in a vertex ani - + Merge these meshes, in their current order, as frames in a mesh ani - + Separate all frames - + Split all frames, making 1 mesh per frame - + Color uniform... - + Recompute tangent dirs - + Tune colors HSB... - + Discard hit-boxes - + Discard hit-box set associated to skeletons with this name - + Reset per-vertex coloring (i.e. turn all full-white) - + Remove tangent directions (saves space, they are needed mainly for bumbmapping) - + normals - + Disregard normals, so to merge more vertices (and use less of them) - + 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. [右键]:%1工具。 @@ -6416,32 +6426,32 @@ at line %3: 被引用于... - + Backfacing faces 背向面 - + Discard 抛弃 - + Discard - + Add to reference skins 添加到样本皮肤 - + to Skin Set %1 到皮肤组%1 - + to Skin Set %1 [new set] 到皮肤组%1[新组]