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Entity Model Features 翻译提交 #3872

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{
"entity_model_features.title": "Entity Model Features",
"entity_model_features.config.general": "General",
"entity_model_features.config.general.tooltip": "General settings",
"entity_model_features.config.substitute_vanilla": "Substitute missing model parts",
"entity_model_features.config.substitute_vanilla.tooltip": "EMF will try to replace missing part in the .jem\n model file with the vanilla counterpart",
"entity_model_features.config.optimizations": "Optimization",
"entity_model_features.config.optimizations.tooltip": "Settings related to animation optimization",
"entity_model_features.config.debug": "Debugging",
"entity_model_features.config.debug.tooltip": "Debug options, can be helpful to figure some things out",
"entity_model_features.config.log_models": "Log model construction info",
"entity_model_features.config.log_models.tooltip": "Prints model creation debug data to the log",
"entity_model_features.config.vanilla_render.normal": "normal",
"entity_model_features.config.vanilla_render.offset": "offset",
"entity_model_features.config.vanilla_render": "Vanilla model display mode",
"entity_model_features.config.vanilla_render.tooltip": "tries to render the vanilla model alongside the custom one for comparison\n it will not animate and thus might position a bit weird",
"entity_model_features.config.log_math": "Log animation calculations",
"entity_model_features.config.log_math.tooltip": "Prints animation math debug data to the log\nWARNING EXTREMELY LAG INDUCING!",
"entity_model_features.config.options": "Options & fixes",
"entity_model_features.config.options.tooltip": "Various options for fundamental features or mod compatibility fixes",
"entity_model_features.config.tools": "Tools",
"entity_model_features.config.tools.tooltip": "Optional tools to help with model making or distinguishing custom models",
"entity_model_features.config.force_models": "Try to prevent EMF models being overridden",
"entity_model_features.config.force_models.tooltip": "Will try and force entity renderers to use the models set by EMF\n this can override vanilla models changed by other mods\n this wont work with all mods",
"entity_model_features.config.unknown_model_print_mode.log": "Log only",
"entity_model_features.config.unknown_model_print_mode.log_jem": "Log & .jem file",
"entity_model_features.config.unknown_model_print_mode.tooltip": "this will print out the information or a complete .jem file\n for any unknown or modded model EMF can access\nNOTE: the .jem files will not be perfect yet but will give you a starting point",
"entity_model_features.config.unknown_model_print_mode": "Print out unknown model info",
"entity_model_features.config.physics": "Physics mod patch #2",
"entity_model_features.config.physics.tooltip": "Will only render the original vanilla model parts on death if physics mod is enabled\n this partially works but is not a perfect solution",
"entity_model_features.config.texture_override_mode.emf": "Try with EMF code",
"entity_model_features.config.texture_override_mode.dont": "Ignore texture overrides",
"entity_model_features.config.texture_override_mode.iris": "Try with Iris first",
"entity_model_features.config.texture_override_mode.tooltip": "This controls how EMF handles rendering sub-models that have an override texture set\nfor example if a creeper model has a separate texture for the head sub-model\nThere are two ways to do this, rely on my code, or rely on a quirk of the Iris mod\nMy code 'works' but I am not an expert with render buffers and it may cause issues\nThe Iris quirk uses a pretty straightforward and seemingly safe/stable method but i'm told its not intended Iris behaviour\nThe Iris option will default to the EMF code if Iris isn't installed\nthis should almost always be left on default except when debugging texture overrides in sub-models",
"entity_model_features.config.texture_override_mode": "Sub-model texture handling",
"entity_model_features.config.physics.1": "Use vanilla model",
"entity_model_features.config.physics.2": "Use EMF (CEM) model",
"entity_model_features.config.render.normal": "Normal",
"entity_model_features.config.render.green": "Flash green",
"entity_model_features.config.render.lines": "Outlines",
"entity_model_features.config.render.none": "Disabled",
"entity_model_features.config.render": "How to render custom model parts",
"entity_model_features.config.render.tooltip": "Changes how custom model parts are rendered, this does not affect vanilla model parts.\nNormal = normal rendering\nFlash green = the custom parts will flash green\nOutlines = the outlines of the model parts will render\nDisabled = custom model parts will not render",
"entity_model_features.config.animate_once": "Animate models once per entity",
"entity_model_features.config.animate_once.tooltip": "On by default\nthis setting makes it so entity models will animate only once per each entity rendered\nthis will be entirely normal in game however mobs visible in\n inventory screens may flicker weirdly\n especially if it represents a real mob in the world you can already see"
}
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{
"entity_model_features.title": "实体模型特性",
"entity_model_features.config.general": "常规",
"entity_model_features.config.general.tooltip": "常规设置",
"entity_model_features.config.substitute_vanilla": "替换丢失的模型部分",
"entity_model_features.config.substitute_vanilla.tooltip": "EMF将尝试用原版文件替换.jem\n模型文件中缺失的部分",
"entity_model_features.config.optimizations": "优化",
"entity_model_features.config.optimizations.tooltip": "动画优化的相关设置",
"entity_model_features.config.debug": "调试",
"entity_model_features.config.debug.tooltip": "调试选项,有助于解决一些问题",
"entity_model_features.config.log_models": "记录模型构建信息",
"entity_model_features.config.log_models.tooltip": "将模型的创建调试数据打印到日志中",
"entity_model_features.config.vanilla_render.normal": "普通",
"entity_model_features.config.vanilla_render.offset": "偏移",
"entity_model_features.config.vanilla_render": "显示原版模型模式",
"entity_model_features.config.vanilla_render.tooltip": "尝试将原版模型与自定义模型一起渲染以进行比较\n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": "记录动画计算",
"entity_model_features.config.log_math.tooltip": "将动画计算调试数据打印到日志中\n警告:会导致极大的卡顿!",
"entity_model_features.config.options": "选项和修复",
"entity_model_features.config.options.tooltip": "各种基本功能和模组兼容性修复选项",
"entity_model_features.config.tools": "工具",
"entity_model_features.config.tools.tooltip": "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": "尝试防止EMF模型被覆盖",
"entity_model_features.config.force_models.tooltip": "将尝试并强制实体渲染器使用EMF设置的模型\n会覆盖其他模组对原版模型的更改\n并非适用于所有模组",
"entity_model_features.config.unknown_model_print_mode.log": "仅日志",
"entity_model_features.config.unknown_model_print_mode.log_jem": "日志和.jem文件",
"entity_model_features.config.unknown_model_print_mode.tooltip": "这将打印出信息或完整的.jem文件\n对于任何未知或修改过的模型,EMF都可以访问\n注意:.jem文件还不完美,但会给你一个起点",
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"entity_model_features.config.unknown_model_print_mode": "输出未知模型信息",
"entity_model_features.config.physics": "物理模组补丁#2",
"entity_model_features.config.physics.tooltip": "如果启用物理模组,将只在死亡时渲染原版模型部件\n这部分是有效的,但不是完美的解决方案",
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"entity_model_features.config.texture_override_mode.emf": "尝试使用EMF代码",
"entity_model_features.config.texture_override_mode.dont": "忽略纹理覆盖",
"entity_model_features.config.texture_override_mode.iris": "尝试使用Iris",
"entity_model_features.config.texture_override_mode.tooltip": "控制EMF如何处理具有覆盖纹理集的渲染子模型\n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\n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\n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\nIris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\n如果未安装Iris,Iris选项将默认为EMF代码\n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": "子模型纹理处理",
"entity_model_features.config.physics.1": "使用原版模型",
"entity_model_features.config.physics.2": "使用EMF(CEM)模型",
"entity_model_features.config.render.normal": "正常",
"entity_model_features.config.render.green": "绿色闪烁",
"entity_model_features.config.render.lines": "边框",
"entity_model_features.config.render.none": "禁用",
"entity_model_features.config.render": "如何渲染自定义模型部件",
"entity_model_features.config.render.tooltip": "更改自定义模型部件的渲染方式,不会影响原版模型部件。\n正常=正常渲染\n绿色闪烁=自定义部件渲染成绿色并闪烁\n边框=将渲染模型部件的轮廓\n禁用=自定义模型部件将不呈现",
"entity_model_features.config.animate_once": "为每个实体制作一次模型动画",
"entity_model_features.config.animate_once.tooltip": "默认情况下启用\n该设置使实体模型对每个渲染的实体仅设置一次动画\n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\n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。\n虽然您仍然可以禁用此功能以使用不同的模型模组:)"
}
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