Grouping settings on Advanced -> Visuals

Since we'll be adding additional settings in the near future and the list is already getting very long, I figured I would group these like we do on the "Miscellaneous" tab.
pull/593/head
Thunderforge 4 years ago
parent caf382c19f
commit ad6cc6e775

@ -272,42 +272,47 @@
</attribute>
<layout class="QVBoxLayout">
<item>
<layout class="QGridLayout" name="gridLayout_2">
<item row="3" column="1">
<widget class="QCheckBox" name="radialFogCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<widget class="QScrollArea" name="visualsScrollArea">
<property name="widgetResizable">
<bool>true</bool>
</property>
<property name="text">
<string>Radial fog</string>
<widget class="QWidget" name="visualsScrollAreaWidgetContents">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>645</width>
<height>413</height>
</rect>
</property>
</widget>
</item>
<item row="4" column="1">
<widget class="QCheckBox" name="bumpMapLocalLightingCheckBox">
<layout class="QVBoxLayout" name="verticalLayout">
<item>
<widget class="QGroupBox" name="animationsGroup">
<property name="title">
<string>Animations</string>
</property>
<layout class="QGridLayout" name="animationsLayout">
<item row="0" column="0">
<widget class="QCheckBox" name="magicItemAnimationsCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.
&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use casting animations for magic items, just as for spells.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Bump/reflect map local lighting</string>
<string>Use magic item animation</string>
</property>
</widget>
</item>
<item row="5" column="1">
<widget class="QCheckBox" name="turnToMovementDirectionCheckBox">
<item row="0" column="1">
<widget class="QCheckBox" name="smoothMovementCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Affects side and diagonal movement. Enabling this setting makes movement more realistic.&lt;/p&gt;&lt;p&gt;If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.&lt;/p&gt;&lt;p&gt;If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it changes straight right and straight left movement as well. Also turns the whole body up or down when swimming according to the movement direction.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes NPCs and player movement more smooth. Recommended to use with &quot;turn to movement direction&quot; enabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Turn to movement direction</string>
<string>Smooth movement</string>
</property>
</widget>
</item>
<item row="6" column="0">
<item row="1" column="0">
<widget class="QCheckBox" name="animSourcesCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Load per-group KF-files and skeleton files from Animations folder&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
@ -317,81 +322,71 @@ Affected objects will use shaders.
</property>
</widget>
</item>
<item row="6" column="1">
<layout class="QHBoxLayout" name="lightingMethodLayout">
<item>
<widget class="QLabel" name="lightingMethodLabel">
<property name="text">
<string>Lighting Method:</string>
<item row="1" column="1">
<widget class="QCheckBox" name="turnToMovementDirectionCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Affects side and diagonal movement. Enabling this setting makes movement more realistic.&lt;/p&gt;&lt;p&gt;If disabled then the whole character's body is pointed to the direction of view. Diagonal movement has no special animation and causes sliding.&lt;/p&gt;&lt;p&gt;If enabled then the character turns lower body to the direction of movement. Upper body is turned partially. Head is always pointed to the direction of view. In combat mode it works only for diagonal movement. In non-combat mode it changes straight right and straight left movement as well. Also turns the whole body up or down when swimming according to the movement direction.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
</widget>
</item>
<item>
<widget class="QComboBox" name="lightingMethodComboBox">
<item>
<property name="text">
<string>legacy</string>
<string>Turn to movement direction</string>
</property>
</widget>
</item>
<item>
<property name="text">
<string>shaders compatibility</string>
<item row="2" column="0">
<layout class="QVBoxLayout" name="sheathingLayout">
<property name="leftMargin">
<number>20</number>
</property>
</item>
<item>
<property name="text">
<string>shaders</string>
<widget class="QCheckBox" name="weaponSheathingCheckBox">
<property name="enabled">
<bool>false</bool>
</property>
</item>
</widget>
</item>
</layout>
</item>
<item row="0" column="1">
<widget class="QCheckBox" name="distantLandCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Render holstered weapons (with quivers and scabbards), requires modded assets.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Distant land</string>
<string>Weapon sheathing</string>
</property>
</widget>
</item>
<item row="1" column="1">
<widget class="QCheckBox" name="activeGridObjectPagingCheckBox">
<item>
<widget class="QCheckBox" name="shieldSheathingCheckBox">
<property name="enabled">
<bool>false</bool>
</property>
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use object paging for active cells grid.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Render holstered shield, requires modded assets.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Active grid object paging</string>
<string>Shield sheathing</string>
</property>
</widget>
</item>
<item row="0" column="0">
<layout class="QHBoxLayout" name="viewingDistanceLayout">
<item>
<widget class="QLabel" name="viewingDistanceLabel">
<property name="text">
<string>Viewing distance</string>
</property>
</layout>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QDoubleSpinBox" name="viewingDistanceComboBox">
<property name="suffix">
<string> Cells</string>
<widget class="QGroupBox" name="shadersGroup">
<property name="title">
<string>Shaders</string>
</property>
<property name="minimum">
<double>0.000000000000000</double>
<layout class="QGridLayout" name="shaderLayout">
<item row="0" column="0">
<widget class="QCheckBox" name="autoUseObjectNormalMapsCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="singleStep">
<double>0.500000000000000</double>
<property name="text">
<string>Auto use object normal maps</string>
</property>
</widget>
</item>
</layout>
</item>
<item row="3" column="0">
<item row="0" column="1">
<widget class="QCheckBox" name="autoUseTerrainNormalMapsCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;See 'auto use object normal maps'. Affects terrain.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
@ -401,7 +396,7 @@ Affected objects will use shaders.
</property>
</widget>
</item>
<item row="2" column="0">
<item row="1" column="0">
<widget class="QCheckBox" name="autoUseObjectSpecularMapsCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If this option is enabled, specular maps are automatically recognized and used if they are named appropriately
@ -415,7 +410,7 @@ If this option is disabled, normal maps are only used if they are explicitly lis
</property>
</widget>
</item>
<item row="4" column="0">
<item row="1" column="1">
<widget class="QCheckBox" name="autoUseTerrainSpecularMapsCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
@ -425,85 +420,126 @@ If this option is disabled, normal maps are only used if they are explicitly lis
</property>
</widget>
</item>
<item row="5" column="0">
<widget class="QCheckBox" name="smoothMovementCheckBox">
<item row="2" column="0">
<widget class="QCheckBox" name="bumpMapLocalLightingCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Makes NPCs and player movement more smooth. Recommended to use with &quot;turn to movement direction&quot; enabled.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.
&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Smooth movement</string>
<string>Bump/reflect map local lighting</string>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QCheckBox" name="magicItemAnimationsCheckBox">
<widget class="QCheckBox" name="radialFogCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use casting animations for magic items, just as for spells.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Use magic item animation</string>
<string>Radial fog</string>
</property>
</widget>
</item>
<item row="1" column="0">
<widget class="QCheckBox" name="autoUseObjectNormalMapsCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;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.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<item row="3" column="0">
<layout class="QHBoxLayout" name="lightingMethodLayout">
<item>
<widget class="QLabel" name="lightingMethodLabel">
<property name="text">
<string>Lighting Method:</string>
</property>
</widget>
</item>
<item>
<widget class="QComboBox" name="lightingMethodComboBox">
<item>
<property name="text">
<string>Auto use object normal maps</string>
<string>legacy</string>
</property>
</item>
<item>
<property name="text">
<string>shaders compatibility</string>
</property>
</item>
<item>
<property name="text">
<string>shaders</string>
</property>
</item>
</widget>
</item>
<item row="7" column="0">
<layout class="QVBoxLayout" name="sheathingLayout">
<property name="leftMargin">
<number>20</number>
</layout>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QGroupBox" name="terrainGroup">
<property name="title">
<string>Terrain</string>
</property>
<layout class="QGridLayout" name="terrainLayout">
<item row="0" column="0">
<layout class="QHBoxLayout" name="viewingDistanceLayout">
<item>
<widget class="QCheckBox" name="weaponSheathingCheckBox">
<property name="enabled">
<bool>false</bool>
<widget class="QLabel" name="viewingDistanceLabel">
<property name="text">
<string>Viewing distance</string>
</property>
</widget>
</item>
<item>
<widget class="QDoubleSpinBox" name="viewingDistanceComboBox">
<property name="suffix">
<string> Cells</string>
</property>
<property name="minimum">
<double>0.000000000000000</double>
</property>
<property name="singleStep">
<double>0.500000000000000</double>
</property>
</widget>
</item>
</layout>
</item>
<item row="1" column="0">
<widget class="QCheckBox" name="distantLandCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Render holstered weapons (with quivers and scabbards), requires modded assets.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Weapon sheathing</string>
<string>Distant land</string>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="shieldSheathingCheckBox">
<property name="enabled">
<bool>false</bool>
<item row="2" column="0">
<layout class="QVBoxLayout" name="distantLandLayout">
<property name="leftMargin">
<number>20</number>
</property>
<item>
<widget class="QCheckBox" name="activeGridObjectPagingCheckBox">
<property name="toolTip">
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Render holstered shield, requires modded assets.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
<string>&lt;html&gt;&lt;head/&gt;&lt;body&gt;&lt;p&gt;Use object paging for active cells grid.&lt;/p&gt;&lt;/body&gt;&lt;/html&gt;</string>
</property>
<property name="text">
<string>Shield sheathing</string>
<string>Active grid object paging</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
</item>
<item>
<spacer name="verticalSpacer_4">
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>40</height>
</size>
</property>
</spacer>
</layout>
</widget>
</widget>
</item>
</layout>
</widget>

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