From ad7aff4cee6ead291bc4612231bc30035947f479 Mon Sep 17 00:00:00 2001 From: tess <2687892-TescoShoppah@users.noreply.gitlab.com> Date: Tue, 4 May 2021 22:22:13 +0000 Subject: [PATCH] Minor fix in launcher's advanced settings tab --- files/ui/advancedpage.ui | 222 +++++++++++++++++++-------------------- 1 file changed, 111 insertions(+), 111 deletions(-) diff --git a/files/ui/advancedpage.ui b/files/ui/advancedpage.ui index b6ec20634..8c3dea4b3 100644 --- a/files/ui/advancedpage.ui +++ b/files/ui/advancedpage.ui @@ -6,7 +6,7 @@ 0 0 - 617 + 732 487 @@ -273,6 +273,30 @@ + + + + <html><head/><body><p>By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen. +This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.</p></body></html> + + + Radial fog + + + + + + + <html><head/><body><p>Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark. +Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option. +Affected objects will use shaders. +</p></body></html> + + + Bump/reflect map local lighting + + + @@ -283,6 +307,16 @@ + + + + <html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</p></body></html> + + + Use additional animation sources + + + @@ -297,7 +331,7 @@ legacy - + @@ -313,16 +347,6 @@ - - - - <html><head/><body><p>Makes NPCs and player movement more smooth. Recommended to use with "turn to movement direction" enabled.</p></body></html> - - - Smooth movement - - - @@ -333,26 +357,6 @@ - - - - <html><head/><body><p>See 'auto use object normal maps'. Affects terrain.</p></body></html> - - - Auto use terrain normal maps - - - - - - - <html><head/><body><p>If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.</p></body></html> - - - Auto use terrain specular maps - - - @@ -363,51 +367,6 @@ - - - - <html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html> - - - Use magic item animation - - - - - - - <html><head/><body><p>Load per-group KF-files and skeleton files from Animations folder</p></body></html> - - - Use additional animation sources - - - - - - - <html><head/><body><p>If this option is enabled, normal maps are automatically recognized and used if they are named appropriately -(see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds). -If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.</p></body></html> - - - Auto use object normal maps - - - - - - - <html><head/><body><p>Normally environment map reflections aren't affected by lighting, which makes environment-mapped (and thus bump-mapped objects) glow in the dark. -Morrowind Code Patch includes an option to remedy that by doing environment-mapping before applying lighting, this is the equivalent of that option. -Affected objects will use shaders. -</p></body></html> - - - Bump/reflect map local lighting - - - @@ -432,6 +391,16 @@ Affected objects will use shaders. + + + + <html><head/><body><p>See 'auto use object normal maps'. Affects terrain.</p></body></html> + + + Auto use terrain normal maps + + + @@ -446,50 +415,81 @@ If this option is disabled, normal maps are only used if they are explicitly lis - - + + - <html><head/><body><p>By default, the fog becomes thicker proportionally to your distance from the clipping plane set at the clipping distance, which causes distortion at the edges of the screen. -This setting makes the fog use the actual eye point distance (or so called Euclidean distance) to calculate the fog, which makes the fog look less artificial, especially if you have a wide FOV.</p></body></html> + <html><head/><body><p>If a file with pattern 'terrain specular map pattern' exists, use that file as a 'diffuse specular' map. The texture must contain the layer colour in the RGB channel (as usual), and a specular multiplier in the alpha channel.</p></body></html> - Radial fog + Auto use terrain specular maps - - - - - - 20 - - - - - false - + + - <html><head/><body><p>Render holstered weapons (with quivers and scabbards), requires modded assets.</p></body></html> + <html><head/><body><p>Makes NPCs and player movement more smooth. Recommended to use with "turn to movement direction" enabled.</p></body></html> - Weapon sheathing + Smooth movement - - - - false + + + + <html><head/><body><p>Use casting animations for magic items, just as for spells.</p></body></html> + + Use magic item animation + + + + + - <html><head/><body><p>Render holstered shield, requires modded assets.</p></body></html> + <html><head/><body><p>If this option is enabled, normal maps are automatically recognized and used if they are named appropriately +(see 'normal map pattern', e.g. for a base texture foo.dds, the normal map texture would have to be named foo_n.dds). +If this option is disabled, normal maps are only used if they are explicitly listed within the mesh file (.nif or .osg file). Affects objects.</p></body></html> - Shield sheathing + Auto use object normal maps + + + + 20 + + + + + false + + + <html><head/><body><p>Render holstered weapons (with quivers and scabbards), requires modded assets.</p></body></html> + + + Weapon sheathing + + + + + + + false + + + <html><head/><body><p>Render holstered shield, requires modded assets.</p></body></html> + + + Shield sheathing + + + + + @@ -516,12 +516,12 @@ This setting makes the fog use the actual eye point distance (or so called Eucli - - Audio Device - Select your preferred audio device. + + Audio Device + @@ -554,12 +554,12 @@ This setting makes the fog use the actual eye point distance (or so called Eucli - - HRTF - This setting controls HRTF, which simulates 3D sound on stereo systems. + + HRTF + @@ -602,12 +602,12 @@ This setting makes the fog use the actual eye point distance (or so called Eucli - - HRTF Profile - Select your preferred HRTF profile. + + HRTF Profile +