From c706208892074a33d88369c6671c9e4f02d5e98a Mon Sep 17 00:00:00 2001 From: Ginsway Date: Sat, 28 Oct 2023 14:46:09 +0800 Subject: [PATCH 01/11] =?UTF-8?q?=E5=88=9D=E5=A7=8B=E6=8F=90=E4=BA=A4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../entity_model_features/lang/en_us.json | 46 ++++++++++++++++++ .../entity_model_features/lang/zh_cn.json | 48 +++++++++++++++++++ 2 files changed, 94 insertions(+) create mode 100644 projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/en_us.json create mode 100644 projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json diff --git a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/en_us.json b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/en_us.json new file mode 100644 index 000000000000..1e87f623d83e --- /dev/null +++ b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/en_us.json @@ -0,0 +1,46 @@ +{ + "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" +} \ No newline at end of file diff --git a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json new file mode 100644 index 000000000000..1275cea85985 --- /dev/null +++ b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json @@ -0,0 +1,48 @@ +{ + "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": "打印模型的创建调试数据到日志中", + "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它不会有动画,因此一些位置可能会有些奇怪。", + "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:会导致极大的滞后!", + "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这可以覆盖其他模组更改的普通模型\n这不适用于所有模组", + "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", + "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", + "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": "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,这不会影响普通模型部件。\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": "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", + "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:)" +} From 4c58a82ba1d20a81fb8750e48e59730a7ef36d72 Mon Sep 17 00:00:00 2001 From: Ginsway Date: Sat, 28 Oct 2023 15:05:04 +0800 Subject: [PATCH 02/11] Update zh_cn.json --- .../entity_model_features/lang/zh_cn.json | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json index 1275cea85985..a8fccbfa60eb 100644 --- a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json +++ b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json @@ -28,11 +28,11 @@ "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", - "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.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": "先试用Iris", + "entity_model_features.config.texture_override_mode.tooltip": "这控制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\n有两种方法可以做到这一点,依靠我的代码,或者依靠Iris模组的一个怪癖\n我的代码“有效”,但我不是渲染缓冲区的专家,这可能会导致问题\nIris怪癖使用了一种非常简单且看似安全/稳定的方法,但我被告知这不是Iris的行为\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,这几乎总是保持默认状态", + "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", @@ -41,8 +41,8 @@ "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,这不会影响普通模型部件。\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": "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", + "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": "默认情况下打开\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这在游戏中是完全正常的,但是可能会在物品栏界面中看到的生物奇怪地闪烁\n尤其是如果它代表了你已经看到的世界上真正的生物", "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:)" } From 6131909218c3278a02270d99371ecf743ed12c0a Mon Sep 17 00:00:00 2001 From: Ginsway <106016532+Ginsway@users.noreply.github.com> Date: Sat, 25 Nov 2023 21:21:12 +0800 Subject: [PATCH 03/11] Update projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json Co-authored-by: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> --- .../entity-model-features/entity_model_features/lang/zh_cn.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json index a8fccbfa60eb..42eb174d7385 100644 --- a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json +++ b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json @@ -9,7 +9,7 @@ "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": "打印模型的创建调试数据到日志中", + "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", From a978a474ee1a9d0870e990693c8bb0033c93e195 Mon Sep 17 00:00:00 2001 From: Ginsway <106016532+Ginsway@users.noreply.github.com> Date: Sat, 25 Nov 2023 21:21:34 +0800 Subject: [PATCH 04/11] Update projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json Co-authored-by: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> --- .../entity-model-features/entity_model_features/lang/zh_cn.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json index 42eb174d7385..44199dd07e8c 100644 --- a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json +++ b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json @@ -3,7 +3,7 @@ "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.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", From 281a8c1510263d7b01e164de45aeedfddd579da9 Mon Sep 17 00:00:00 2001 From: Ginsway <106016532+Ginsway@users.noreply.github.com> Date: Sat, 25 Nov 2023 21:21:52 +0800 Subject: [PATCH 05/11] Update projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json Co-authored-by: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> --- .../entity-model-features/entity_model_features/lang/zh_cn.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json index 44199dd07e8c..60d469842de0 100644 --- a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json +++ b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json @@ -15,7 +15,7 @@ "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它不会有动画,因此一些位置可能会有些奇怪。", "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:会导致极大的滞后!", + "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", From a5a45db68f9ede9e2f40ff0567c69d0cb781a17e Mon Sep 17 00:00:00 2001 From: Ginsway <106016532+Ginsway@users.noreply.github.com> Date: Sat, 25 Nov 2023 21:22:11 +0800 Subject: [PATCH 06/11] Update projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json Co-authored-by: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> --- .../entity-model-features/entity_model_features/lang/zh_cn.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json index 60d469842de0..b03db4bf36bc 100644 --- a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json +++ b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json @@ -21,7 +21,7 @@ "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这可以覆盖其他模组更改的普通模型\n这不适用于所有模组", + "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", From 9ba3743d908f3b4262cfc696980cdd6b666cebde Mon Sep 17 00:00:00 2001 From: Ginsway <106016532+Ginsway@users.noreply.github.com> Date: Sat, 25 Nov 2023 21:25:16 +0800 Subject: [PATCH 07/11] Update projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json Co-authored-by: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> --- .../entity-model-features/entity_model_features/lang/zh_cn.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json index b03db4bf36bc..2449a456fc2a 100644 --- a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json +++ b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json @@ -40,7 +40,7 @@ "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,这不会影响普通模型部件。\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.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": "默认情况下打开\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这在游戏中是完全正常的,但是可能会在物品栏界面中看到的生物奇怪地闪烁\n尤其是如果它代表了你已经看到的世界上真正的生物", "modmenu.nameTranslation.entity_model_features": "实体模型特性", From 16b8f94a9d635e49c1e449287a5a92a26eadf5b1 Mon Sep 17 00:00:00 2001 From: Ginsway <106016532+Ginsway@users.noreply.github.com> Date: Sat, 25 Nov 2023 21:25:41 +0800 Subject: [PATCH 08/11] Update projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json Co-authored-by: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> --- .../entity-model-features/entity_model_features/lang/zh_cn.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json index 2449a456fc2a..797ee2b31f3f 100644 --- a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json +++ b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json @@ -31,7 +31,7 @@ "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": "先试用Iris", - "entity_model_features.config.texture_override_mode.tooltip": "这控制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\n有两种方法可以做到这一点,依靠我的代码,或者依靠Iris模组的一个怪癖\n我的代码“有效”,但我不是渲染缓冲区的专家,这可能会导致问题\nIris怪癖使用了一种非常简单且看似安全/稳定的方法,但我被告知这不是Iris的行为\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,这几乎总是保持默认状态", + "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", From 43f8880a2b54d31add081bcff5eaa72f7482ce3a Mon Sep 17 00:00:00 2001 From: Ginsway <106016532+Ginsway@users.noreply.github.com> Date: Sat, 25 Nov 2023 21:25:49 +0800 Subject: [PATCH 09/11] Update projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json Co-authored-by: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> --- .../entity-model-features/entity_model_features/lang/zh_cn.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json index 797ee2b31f3f..bc4259fe94e4 100644 --- a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json +++ b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json @@ -13,7 +13,7 @@ "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它不会有动画,因此一些位置可能会有些奇怪。", + "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", From 2491c1644ff956c60162028082b075bf1b531680 Mon Sep 17 00:00:00 2001 From: Ginsway <106016532+Ginsway@users.noreply.github.com> Date: Sat, 25 Nov 2023 21:26:02 +0800 Subject: [PATCH 10/11] Update projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json Co-authored-by: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> --- .../entity-model-features/entity_model_features/lang/zh_cn.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json index bc4259fe94e4..22d3cb247797 100644 --- a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json +++ b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json @@ -42,7 +42,7 @@ "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": "默认情况下打开\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这在游戏中是完全正常的,但是可能会在物品栏界面中看到的生物奇怪地闪烁\n尤其是如果它代表了你已经看到的世界上真正的生物", + "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:)" } From bc0f1cd8f35591d69aba82487e6a8a7c319d247a Mon Sep 17 00:00:00 2001 From: Ginsway <106016532+Ginsway@users.noreply.github.com> Date: Sat, 25 Nov 2023 21:26:34 +0800 Subject: [PATCH 11/11] Update projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json Co-authored-by: ChuijkYahus <94828194+ChuijkYahus@users.noreply.github.com> --- .../entity-model-features/entity_model_features/lang/zh_cn.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json index 22d3cb247797..2c7dcf951161 100644 --- a/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json +++ b/projects/1.20-fabric/assets/entity-model-features/entity_model_features/lang/zh_cn.json @@ -30,7 +30,7 @@ "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", "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": "先试用Iris", + "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",