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Entity Model Features 翻译提交 #3872

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merged 11 commits into from
Nov 27, 2023

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@Ginsway Ginsway commented Oct 28, 2023

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@boring-cyborg boring-cyborg bot added 1.20.x Minecraft 版本标签 Fabric 包含 Fabric 模组 labels Oct 28, 2023
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cfpa-bot bot commented Oct 28, 2023

模组 🔗 链接 🎨 相关文件
[EMF] Entity Model Features [Fabric & Forge] 🔍无源代码 | 🟩 MCMOD | 📁 对比(新!)
最新模组文件1.20.2/entity_model_features_fabric_1.20.2-1.1.0
1.20.2/entity_model_features_forge_1.20.2-1.1.0
1.20.2/entity_model_features_fabric_1.20.2-1.0.2
1.20.2/entity_model_features_forge_1.20.2-1.0.2
1.20.1/entity_model_features_fabric_1.20.1-1.1.0
1.20.1/entity_model_features_forge_1.20.1-1.1.0
1.20.1/entity_model_features_fabric_1.20-1.0.2
1.20.1/entity_model_features_forge_1.20-1.0.2
1.20.2-Snapshot/entity_model_features_fabric_1.20-1.0
1.20.2-Snapshot/entity_model_features_forge_1.20-1.0
1.20.2-Snapshot/🅱 entity_model_features_fabric_1.20-0.RC.4
1.20.2-Snapshot/🅱 entity_model_features_forge_1.20-0.RC.4
1.20.2-Snapshot/🅱 entity_model_features_fabric_1.20-0.RC.3
1.20.2-Snapshot/🅱 entity_model_features_forge_1.20-0.RC.3
1.20.2-Snapshot/🅱 entity_model_features_fabric_1.20-0.RC.2
1.20.2-Snapshot/🅱 entity_model_features_fabric_1.20-0.RC.1
1.20.2-Snapshot/🅱 entity_model_features_forge_1.20-0.RC.1
1.20.1/🅱 entity_model_features_fabric_1.20-0.2.13
1.20.1/🅱 entity_model_features_forge_1.20-0.2.13
1.20.1/🅱 entity_model_features_fabric_1.20-0.2.12
1.20.1/🅱 entity_model_features_forge_1.20-0.2.12
1.20/🅱 entity_model_features_fabric_1.20-0.2.11
1.20/🅱 entity_model_features_forge_1.20-0.2.11
1.20/🅱 entity_model_features_fabric_1.20-0.2.10
1.20/🅱 entity_model_features_forge_1.20-0.2.10
语言文件链接
依赖-[ETF] Entity Texture Features - [Fabric & Forge] 🔍无源代码 | 🟩 MCMOD |   *
最新模组文件1.20.2/entity_texture_features_fabric_1.20.2-4.6.1
1.20.2/entity_texture_features_forge_1.20.2-4.6.1
1.20.2/entity_texture_features_fabric_1.20.2-4.6
1.20.2/entity_texture_features_forge_1.20.2-4.6
1.20.2/entity_texture_features_fabric_1.20.2-4.5.1
1.20.2/entity_texture_features_forge_1.20.2-4.5.1
1.20.1/entity_texture_features_fabric_1.20.1-4.6.1
1.20.1/entity_texture_features_forge_1.20.1-4.6.1
1.20.1/entity_texture_features_fabric_1.20-4.6
1.20.1/entity_texture_features_forge_1.20-4.6
1.20.1/entity_texture_features_fabric_1.20-4.5.1
1.20.1/entity_texture_features_forge_1.20-4.5.1
1.20.1/entity_texture_features_fabric_1.20-4.5.0
1.20.1/entity_texture_features_forge_1.20-4.5.0
1.20/🅱 entity_texture_features_forge_1.20-4.4.5
1.20/entity_texture_features_fabric_1.20-4.4.4
1.20/🅱 entity_texture_features_forge_1.20-4.4.4

ℹ 此 PR 没有更改语言文件或者 PR-Packer 出现了问题。


entity_model_features Mod Domain 验证通过。
⚠ 警告:PR 中 entity_model_features-1.20-fabric 的中英文语言文件不对应。

  • 中文语言文件有 2 个 Key 多于英文语言文件。例如:
    • 行 46-modmenu.nameTranslation.entity_model_features
    • 行 47-modmenu.descriptionTranslation.entity_model_features

ℹ entity_model_features-1.20-fabric 模组内语言文件验证通过。

详细检查报告 开始检查 entity_model_features 1.20-fabric
entity_model_features-1.20-fabric 中文语言文件共有 46 个 Key; 英文语言文件共有 44 个 Key
中文多于英文的 Key: 
    modmenu.nameTranslation.entity_model_features
    modmenu.descriptionTranslation.entity_model_features


entity_model_features-1.20-fabric 模组内语言文件共有 44 个 Key;

报告也可以在 这里 查看。在 PR 更新时这里的检查也会自动更新。


🔛 Diff:

entity-model-features/1.20-fabric
英文 中文
Entity Model Features 实体模型特性
General 常规
General settings 常规设置
Substitute missing model parts 替换丢失的模型部分
EMF will try to replace missing part in the .jem
model file with the vanilla counterpart
EMF将尝试用原版文件替换.jem
模型文件中缺失的部分
Optimization 优化
Settings related to animation optimization 动画优化的相关设置
Debugging 调试
Debug options, can be helpful to figure some things out 调试选项,有助于解决一些问题
Log model construction info 记录模型构建信息
Prints model creation debug data to the log 将模型的创建调试数据打印到日志中
normal 普通
offset 偏移
Vanilla model display mode 显示原版模型模式
tries to render the vanilla model alongside the custom one for comparison
it will not animate and thus might position a bit weird
尝试将原版模型与自定义模型一起渲染以进行比较
该模型不会有动画,因此它的位置与姿态可能会有些奇怪。
Log animation calculations 记录动画计算
Prints animation math debug data to the log
WARNING EXTREMELY LAG INDUCING!
将动画计算调试数据打印到日志中
警告:会导致极大的卡顿!
Options & fixes 选项和修复
Various options for fundamental features or mod compatibility fixes 各种基本功能和模组兼容性修复选项
Tools 工具
Optional tools to help with model making or distinguishing custom models 帮助制作模型和区分自定义模型的可选的工具
Try to prevent EMF models being overridden 尝试防止EMF模型被覆盖
Will try and force entity renderers to use the models set by EMF
this can override vanilla models changed by other mods
this wont work with all mods
将尝试并强制实体渲染器使用EMF设置的模型
会覆盖其他模组对原版模型的更改
并非适用于所有模组
Log only 仅日志
Log & .jem file 日志和.jem文件
this will print out the information or a complete .jem file
for any unknown or modded model EMF can access
NOTE: the .jem files will not be perfect yet but will give you a starting point
这将打印出信息或完整的.jem文件
对于任何未知或修改过的模型,EMF都可以访问
注意:.jem文件还不完美,但会给你一个起点
Print out unknown model info 输出未知模型信息
Physics mod patch #2 物理模组补丁#2
Will only render the original vanilla model parts on death if physics mod is enabled
this partially works but is not a perfect solution
如果启用物理模组,将只在死亡时渲染原版模型部件
这部分是有效的,但不是完美的解决方案
Try with EMF code 尝试使用EMF代码
Ignore texture overrides 忽略纹理覆盖
Try with Iris first 尝试使用Iris
This controls how EMF handles rendering sub-models that have an override texture set
for example if a creeper model has a separate texture for the head sub-model
There are two ways to do this, rely on my code, or rely on a quirk of the Iris mod
My code 'works' but I am not an expert with render buffers and it may cause issues
The Iris quirk uses a pretty straightforward and seemingly safe/stable method but i'm told its not intended Iris behaviour
The Iris option will default to the EMF code if Iris isn't installed
this should almost always be left on default except when debugging texture overrides in sub-models
控制EMF如何处理具有覆盖纹理集的渲染子模型
例如,如果苦力怕模型的头部子模型具有单独的纹理,应如何处理
有两种方法可以做到这一点,依靠我的代码,或者依靠Iris模组的某种奇妙的特性
我的代码“有效”,但我不是渲染缓冲区的专家,可能会导致问题
Iris的奇妙特性使用了一种非常简单且看似安全而稳定的方法,但我被告知这并非Iris的本意
如果未安装Iris,Iris选项将默认为EMF代码
除了调试子模型中的纹理重写外,此选项推荐保持默认状态
Sub-model texture handling 子模型纹理处理
Use vanilla model 使用原版模型
Use EMF (CEM) model 使用EMF(CEM)模型
Normal 正常
Flash green 绿色闪烁
Outlines 边框
Disabled 禁用
How to render custom model parts 如何渲染自定义模型部件
Changes how custom model parts are rendered, this does not affect vanilla model parts.
Normal = normal rendering
Flash green = the custom parts will flash green
Outlines = the outlines of the model parts will render
Disabled = custom model parts will not render
更改自定义模型部件的渲染方式,不会影响原版模型部件。
正常=正常渲染
绿色闪烁=自定义部件渲染成绿色并闪烁
边框=将渲染模型部件的轮廓
禁用=自定义模型部件将不呈现
Animate models once per entity 为每个实体制作一次模型动画
On by default
this setting makes it so entity models will animate only once per each entity rendered
this will be entirely normal in game however mobs visible in
inventory screens may flicker weirdly
especially if it represents a real mob in the world you can already see
默认情况下启用
该设置使实体模型对每个渲染的实体仅设置一次动画
实际游戏中表现完全正常,但是在物品栏界面中看到的生物会奇怪地闪烁
所见模型对应世界上你已经看到的真实的生物时尤甚
实体模型特性
这是ETF模组的扩展,它增加了OptiFine格式自定义实体模型(CEM)资源包的支持。
虽然您仍然可以禁用此功能以使用不同的模型模组:)
entity-model-features/1.20-fabric-keys
Key 英文 中文
entity_model_features.title Entity Model Features 实体模型特性
entity_model_features.config.general General 常规
entity_model_features.config.general.tooltip General settings 常规设置
entity_model_features.config.substitute_vanilla Substitute missing model parts 替换丢失的模型部分
entity_model_features.config.substitute_vanilla.tooltip EMF will try to replace missing part in the .jem
model file with the vanilla counterpart
EMF将尝试用原版文件替换.jem
模型文件中缺失的部分
entity_model_features.config.optimizations Optimization 优化
entity_model_features.config.optimizations.tooltip Settings related to animation optimization 动画优化的相关设置
entity_model_features.config.debug Debugging 调试
entity_model_features.config.debug.tooltip Debug options, can be helpful to figure some things out 调试选项,有助于解决一些问题
entity_model_features.config.log_models Log model construction info 记录模型构建信息
entity_model_features.config.log_models.tooltip Prints model creation debug data to the log 将模型的创建调试数据打印到日志中
entity_model_features.config.vanilla_render.normal normal 普通
entity_model_features.config.vanilla_render.offset offset 偏移
entity_model_features.config.vanilla_render Vanilla model display mode 显示原版模型模式
entity_model_features.config.vanilla_render.tooltip tries to render the vanilla model alongside the custom one for comparison
it will not animate and thus might position a bit weird
尝试将原版模型与自定义模型一起渲染以进行比较
该模型不会有动画,因此它的位置与姿态可能会有些奇怪。
entity_model_features.config.log_math Log animation calculations 记录动画计算
entity_model_features.config.log_math.tooltip Prints animation math debug data to the log
WARNING EXTREMELY LAG INDUCING!
将动画计算调试数据打印到日志中
警告:会导致极大的卡顿!
entity_model_features.config.options Options & fixes 选项和修复
entity_model_features.config.options.tooltip Various options for fundamental features or mod compatibility fixes 各种基本功能和模组兼容性修复选项
entity_model_features.config.tools Tools 工具
entity_model_features.config.tools.tooltip Optional tools to help with model making or distinguishing custom models 帮助制作模型和区分自定义模型的可选的工具
entity_model_features.config.force_models Try to prevent EMF models being overridden 尝试防止EMF模型被覆盖
entity_model_features.config.force_models.tooltip Will try and force entity renderers to use the models set by EMF
this can override vanilla models changed by other mods
this wont work with all mods
将尝试并强制实体渲染器使用EMF设置的模型
会覆盖其他模组对原版模型的更改
并非适用于所有模组
entity_model_features.config.unknown_model_print_mode.log Log only 仅日志
entity_model_features.config.unknown_model_print_mode.log_jem Log & .jem file 日志和.jem文件
entity_model_features.config.unknown_model_print_mode.tooltip this will print out the information or a complete .jem file
for any unknown or modded model EMF can access
NOTE: the .jem files will not be perfect yet but will give you a starting point
这将打印出信息或完整的.jem文件
对于任何未知或修改过的模型,EMF都可以访问
注意:.jem文件还不完美,但会给你一个起点
entity_model_features.config.unknown_model_print_mode Print out unknown model info 输出未知模型信息
entity_model_features.config.physics Physics mod patch #2 物理模组补丁#2
entity_model_features.config.physics.tooltip Will only render the original vanilla model parts on death if physics mod is enabled
this partially works but is not a perfect solution
如果启用物理模组,将只在死亡时渲染原版模型部件
这部分是有效的,但不是完美的解决方案
entity_model_features.config.texture_override_mode.emf Try with EMF code 尝试使用EMF代码
entity_model_features.config.texture_override_mode.dont Ignore texture overrides 忽略纹理覆盖
entity_model_features.config.texture_override_mode.iris Try with Iris first 尝试使用Iris
entity_model_features.config.texture_override_mode.tooltip This controls how EMF handles rendering sub-models that have an override texture set
for example if a creeper model has a separate texture for the head sub-model
There are two ways to do this, rely on my code, or rely on a quirk of the Iris mod
My code 'works' but I am not an expert with render buffers and it may cause issues
The Iris quirk uses a pretty straightforward and seemingly safe/stable method but i'm told its not intended Iris behaviour
The Iris option will default to the EMF code if Iris isn't installed
this should almost always be left on default except when debugging texture overrides in sub-models
控制EMF如何处理具有覆盖纹理集的渲染子模型
例如,如果苦力怕模型的头部子模型具有单独的纹理,应如何处理
有两种方法可以做到这一点,依靠我的代码,或者依靠Iris模组的某种奇妙的特性
我的代码“有效”,但我不是渲染缓冲区的专家,可能会导致问题
Iris的奇妙特性使用了一种非常简单且看似安全而稳定的方法,但我被告知这并非Iris的本意
如果未安装Iris,Iris选项将默认为EMF代码
除了调试子模型中的纹理重写外,此选项推荐保持默认状态
entity_model_features.config.texture_override_mode Sub-model texture handling 子模型纹理处理
entity_model_features.config.physics.1 Use vanilla model 使用原版模型
entity_model_features.config.physics.2 Use EMF (CEM) model 使用EMF(CEM)模型
entity_model_features.config.render.normal Normal 正常
entity_model_features.config.render.green Flash green 绿色闪烁
entity_model_features.config.render.lines Outlines 边框
entity_model_features.config.render.none Disabled 禁用
entity_model_features.config.render How to render custom model parts 如何渲染自定义模型部件
entity_model_features.config.render.tooltip Changes how custom model parts are rendered, this does not affect vanilla model parts.
Normal = normal rendering
Flash green = the custom parts will flash green
Outlines = the outlines of the model parts will render
Disabled = custom model parts will not render
更改自定义模型部件的渲染方式,不会影响原版模型部件。
正常=正常渲染
绿色闪烁=自定义部件渲染成绿色并闪烁
边框=将渲染模型部件的轮廓
禁用=自定义模型部件将不呈现
entity_model_features.config.animate_once Animate models once per entity 为每个实体制作一次模型动画
entity_model_features.config.animate_once.tooltip On by default
this setting makes it so entity models will animate only once per each entity rendered
this will be entirely normal in game however mobs visible in
inventory screens may flicker weirdly
especially if it represents a real mob in the world you can already see
默认情况下启用
该设置使实体模型对每个渲染的实体仅设置一次动画
实际游戏中表现完全正常,但是在物品栏界面中看到的生物会奇怪地闪烁
所见模型对应世界上你已经看到的真实的生物时尤甚
modmenu.nameTranslation.entity_model_features 实体模型特性
modmenu.descriptionTranslation.entity_model_features 这是ETF模组的扩展,它增加了OptiFine格式自定义实体模型(CEM)资源包的支持。
虽然您仍然可以禁用此功能以使用不同的模型模组:)
entity-model-features/1.20-fabric-术语检查
Key 英文 中文 检查结果
entity_model_features.title Entity Model Features 实体模型特性 ✔ 术语 entity => 实体
entity_model_features.config.general General 常规 ⚠ 术语异常 general => 通用
entity_model_features.config.general.tooltip General settings 常规设置 ⚠ 术语异常 general => 通用
entity_model_features.config.log_models Log model construction info 记录模型构建信息 ⚠ 术语异常 log => 原木
entity_model_features.config.log_models.tooltip Prints model creation debug data to the log 将模型的创建调试数据打印到日志中 ⚠ 术语异常 data => 数据模式
⚠ 术语异常 log => 原木
entity_model_features.config.vanilla_render.normal normal 普通 ✔ 术语 normal => 普通
⚠ 术语异常 normal => 中
entity_model_features.config.vanilla_render.tooltip tries to render the vanilla model alongside the custom one for comparison
it will not animate and thus might position a bit weird
尝试将原版模型与自定义模型一起渲染以进行比较
该模型不会有动画,因此它的位置与姿态可能会有些奇怪。
✔ 术语 custom => 自定义
entity_model_features.config.log_math Log animation calculations 记录动画计算 ⚠ 术语异常 log => 原木
entity_model_features.config.log_math.tooltip Prints animation math debug data to the log
WARNING EXTREMELY LAG INDUCING!
将动画计算调试数据打印到日志中
警告:会导致极大的卡顿!
⚠ 术语异常 data => 数据模式
entity_model_features.config.options Options & fixes 选项和修复 ✔ 术语 options => 选项
entity_model_features.config.options.tooltip Various options for fundamental features or mod compatibility fixes 各种基本功能和模组兼容性修复选项 ✔ 术语 options => 选项
entity_model_features.config.tools Tools 工具 ✔ 术语 tools => 工具
entity_model_features.config.tools.tooltip Optional tools to help with model making or distinguishing custom models 帮助制作模型和区分自定义模型的可选的工具 ✔ 术语 tools => 工具
✔ 术语 custom => 自定义
entity_model_features.config.force_models.tooltip Will try and force entity renderers to use the models set by EMF
this can override vanilla models changed by other mods
this wont work with all mods
将尝试并强制实体渲染器使用EMF设置的模型
会覆盖其他模组对原版模型的更改
并非适用于所有模组
⚠ 术语异常 all => 全部
⚠ 术语异常 work => 工作
✔ 术语 entity => 实体
entity_model_features.config.unknown_model_print_mode.log Log only 仅日志 ⚠ 术语异常 log => 原木
entity_model_features.config.unknown_model_print_mode.log_jem Log & .jem file 日志和.jem文件 ⚠ 术语异常 log => 原木
entity_model_features.config.physics.tooltip Will only render the original vanilla model parts on death if physics mod is enabled
this partially works but is not a perfect solution
如果启用物理模组,将只在死亡时渲染原版模型部件
这部分是有效的,但不是完美的解决方案
⚠ 术语异常 original => 原稿
⚠ 术语异常 on => 开
entity_model_features.config.texture_override_mode.tooltip This controls how EMF handles rendering sub-models that have an override texture set
for example if a creeper model has a separate texture for the head sub-model
There are two ways to do this, rely on my code, or rely on a quirk of the Iris mod
My code 'works' but I am not an expert with render buffers and it may cause issues
The Iris quirk uses a pretty straightforward and seemingly safe/stable method but i'm told its not intended Iris behaviour
The Iris option will default to the EMF code if Iris isn't installed
this should almost always be left on default except when debugging texture overrides in sub-models
控制EMF如何处理具有覆盖纹理集的渲染子模型
例如,如果苦力怕模型的头部子模型具有单独的纹理,应如何处理
有两种方法可以做到这一点,依靠我的代码,或者依靠Iris模组的某种奇妙的特性
我的代码“有效”,但我不是渲染缓冲区的专家,可能会导致问题
Iris的奇妙特性使用了一种非常简单且看似安全而稳定的方法,但我被告知这并非Iris的本意
如果未安装Iris,Iris选项将默认为EMF代码
除了调试子模型中的纹理重写外,此选项推荐保持默认状态
✔ 术语 expert => 专家
✔ 术语 i => i
✔ 术语 default => 默认
⚠ 术语异常 left => 左手
⚠ 术语异常 on => 开
⚠ 术语异常 head => 生物头颅
✔ 术语 creeper => 苦力怕
entity_model_features.config.render.normal Normal 正常 ⚠ 术语异常 normal => 普通
⚠ 术语异常 normal => 中
entity_model_features.config.render.green Flash green 绿色闪烁 ✔ 术语 green => 绿色
entity_model_features.config.render How to render custom model parts 如何渲染自定义模型部件 ✔ 术语 custom => 自定义
entity_model_features.config.render.tooltip Changes how custom model parts are rendered, this does not affect vanilla model parts.
Normal = normal rendering
Flash green = the custom parts will flash green
Outlines = the outlines of the model parts will render
Disabled = custom model parts will not render
更改自定义模型部件的渲染方式,不会影响原版模型部件。
正常=正常渲染
绿色闪烁=自定义部件渲染成绿色并闪烁
边框=将渲染模型部件的轮廓
禁用=自定义模型部件将不呈现
✔ 术语 custom => 自定义
⚠ 术语异常 normal => 普通
⚠ 术语异常 normal => 中
✔ 术语 green => 绿色
entity_model_features.config.animate_once Animate models once per entity 为每个实体制作一次模型动画 ✔ 术语 entity => 实体
entity_model_features.config.animate_once.tooltip On by default
this setting makes it so entity models will animate only once per each entity rendered
this will be entirely normal in game however mobs visible in
inventory screens may flicker weirdly
especially if it represents a real mob in the world you can already see
默认情况下启用
该设置使实体模型对每个渲染的实体仅设置一次动画
实际游戏中表现完全正常,但是在物品栏界面中看到的生物会奇怪地闪烁
所见模型对应世界上你已经看到的真实的生物时尤甚
✔ 术语 inventory => 物品栏
✔ 术语 mobs => 生物
⚠ 术语异常 normal => 普通
✔ 术语 normal => 中
⚠ 术语异常 on => 开
✔ 术语 entity => 实体

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@cfpa-bot cfpa-bot bot added the 40+ 行数标签 label Oct 28, 2023
@Ginsway
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Ginsway commented Oct 28, 2023

麻烦审核审完之后先让我将翻译复制到1.19,1.18再合并,谢谢

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中英文行数不对应

Ginsway and others added 9 commits November 25, 2023 21:21
@Ginsway
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Ginsway commented Nov 25, 2023

中英文行数不对应

modmenu.nameTranslation.entity_model_featuresmodmenu.descriptionTranslation.entity_model_features
这两个键用于在 ModMenu 中翻译模组名与模组描述(来源

@ChuijkYahus ChuijkYahus added the 即将合并 在此标签被添加的 24 小时后 Pull Request 才可被合并 label Nov 25, 2023
@ChuijkYahus ChuijkYahus merged commit 24618c2 into CFPAOrg:main Nov 27, 2023
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1.20.x Minecraft 版本标签 40+ 行数标签 Fabric 包含 Fabric 模组 即将合并 在此标签被添加的 24 小时后 Pull Request 才可被合并
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