CModelEditorWindow
0
0
1280
720
400
400
Prime World Editor - Model Editor
-
Qt::Horizontal
Qt::Vertical
0
0
16777215
150
Mesh Info
-
0
0
0 vertices, 0 triangles
false
-
0
0
0 materials, 0 sets
-
-
0
0
<b>Selected set:</b>
-
false
0
0
-
0
0
<html><head/><body><p><span style=" font-weight:600;">Selected material:</span></p></body></html>
-
false
0
0
true
0
1
250
0
16777215
16777215
Qt::ScrollBarAsNeeded
Qt::ScrollBarAsNeeded
QAbstractScrollArea::AdjustToContents
true
0
0
308
1184
-
false
0
0
General
-
0
0
Enables depth sorting of transparent materials. Required for transparent materials to render correctly.
Enable transparency
-
0
0
Enable for "cardboard cut-out" alpha.
Enable punchthrough alpha
-
0
0
This will make Samus's reflection appear in the material when the player stands near it. May not work properly on some surfaces.
Enable reflection
-
Enable surface reflection
-
0
0
Enable this material to write to the depth buffer. This should be enabled.
Enable depth writing
-
0
0
Meshes using this material won't be rendered, but they can be used to cast dynamic shadows on actors. Should only be enabled on terrain.
Shadow occluder mesh
-
Material uses a lightmap
-
0
0
Enable dynamic lighting on this material. If disabled, the material will appear fullbright.
Enable dynamic lighting
-
-
0
0
Source blend factor
Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter
-
0
0
When a new pixel is drawn, this value will be multiplied with the source pixel to determine how it gets blended with the destination pixel.<br><br>Common settings:<br>* <b>One</b> for source and <b>Zero</b> for dest, for opaque materials<br>* <b>One</b> for source and <b>One</b> for dest, for additive transparency<br>* <b>Source Alpha</b> for source and <b>Inverse Source Alpha</b> for dest, for alpha-blended transparency
-
Zero
-
One
-
Source Color
-
Inverse Source Color
-
Source Alpha
-
Inverse Source Alpha
-
Dest Alpha
-
Inverse Dest Alpha
-
0
0
Dest blend factor
Qt::AlignRight|Qt::AlignTrailing|Qt::AlignVCenter
-
0
0
When a new pixel is drawn, this value will be multiplied with the destination pixel to determine how it gets blended with the input pixel.<br><br>Common settings:<br>* <b>One</b> for source and <b>Zero</b> for dest, for opaque materials<br>* <b>One</b> for source and <b>One</b> for dest, for additive transparency<br>* <b>Source Alpha</b> for source and <b>Inverse Source Alpha</b> for dest, for alpha-blended transparency
-
Zero
-
One
-
Dest Color
-
Inverse Dest Color
-
Source Alpha
-
Inverse Source Alpha
-
Dest Alpha
-
Inverse Dest Alpha
-
-
Indirect texture
-
1
0
-
0
0
Custom RGBA colors that can be set to be used as TEV inputs.
Konst
-
0
0
45
45
Qt::StrongFocus
-
0
0
45
45
Qt::StrongFocus
-
0
0
45
45
Qt::StrongFocus
-
0
0
45
45
Qt::StrongFocus
-
false
0
0
Pass
-
0
100
outline: none;
QAbstractItemView::NoEditTriggers
QAbstractItemView::NoSelection
QAbstractItemView::SelectRows
16
16
QAbstractItemView::ScrollPerPixel
QAbstractItemView::ScrollPerPixel
false
false
true
false
21
21
Pass
Show
-
0
0
TEV Parameters
-
-
0
0
<b>Konst Color:
-
0
0
Select the Konst RGB color used by this TEV stage. This can be one of the Konst colors set in the general settings above, or it can be a contant grayscale value.
-
1.0
-
0.875
-
0.75
-
0.625
-
0.5
-
0.375
-
0.25
-
0.125
-
Konst 1 RGB
-
Konst 2 RGB
-
Konst 3 RGB
-
Konst 4 RGB
-
Konst 1 RRR
-
Konst 1 GGG
-
Konst 1 BBB
-
Konst 1 AAA
-
Konst 2 RRR
-
Konst 2 GGG
-
Konst 2 BBB
-
Konst 2 AAA
-
Konst 3 RRR
-
Konst 3 GGG
-
Konst 3 BBB
-
Konst 3 AAA
-
Konst 4 RRR
-
Konst 4 GGG
-
Konst 4 BBB
-
Konst 4 AAA
-
0
0
<html><head/><body><p><span style=" font-weight:600;">Konst Alpha:</span></p></body></html>
-
0
0
Select the Konst alpha used by this TEV stage. This can be the alpha component from one of the Konst colors set in the general settings above, or it can be a contant value between 0 and 1.
-
1.0
-
0.875
-
0.75
-
0.625
-
0.5
-
0.375
-
0.25
-
0.125
-
Konst 1 Red
-
Konst 2 Red
-
Konst 3 Red
-
Konst 4 Red
-
Konst 1 Green
-
Konst 2 Green
-
Konst 3 Green
-
Konst 4 Green
-
Konst 1 Blue
-
Konst 2 Blue
-
Konst 3 Blue
-
Konst 4 Blue
-
Konst 1 Alpha
-
Konst 2 Alpha
-
Konst 3 Alpha
-
Konst 4 Alpha
-
0
0
<html><head/><body><p><span style=" font-weight:600;">Rasterized color:</span></p></body></html>
-
0
0
Rasterized vertex color after lighting calculations. Should be set to Color0A0, Zero, or Null.
0
-
Color0
-
Color1
-
Alpha0
-
Alpha1
-
Color0A0
-
Color1A1
-
Zero
-
Null
-
0
0
<b>Tex Coord Source:</b>
-
0
0
Select the vertex attribute that will be used to generate texture coordinates for this pass.
-
None
-
Position
-
Normal
-
Tex Coord 1
-
Tex Coord 2
-
Tex Coord 3
-
Tex Coord 4
-
Tex Coord 5
-
Tex Coord 6
-
Tex Coord 7
-
Tex Coord 8
-
-
<b>Texture:</b>
-
1
0
-
0
0
50
false
Color Inputs
-
0
0
-
Previous Stage RGB
-
Previous Stage AAA
-
Color 0 RGB
-
Color 0 AAA
-
Color 1 RGB
-
Color 1 AAA
-
Color 2 RGB
-
Color 2 AAA
-
Texture RGB
-
Texture AAA
-
Rasterized RGB
-
Rasterized AAA
-
One
-
Half
-
Konst RGB
-
Zero
-
0
0
-
Previous Stage RGB
-
Previous Stage AAA
-
Color 0 RGB
-
Color 0 AAA
-
Color 1 RGB
-
Color 1 AAA
-
Color 2 RGB
-
Color 2 AAA
-
Texture RGB
-
Texture AAA
-
Rasterized RGB
-
Rasterized AAA
-
One
-
Half
-
Konst RGB
-
Zero
-
0
0
-
Previous Stage RGB
-
Previous Stage AAA
-
Color 0 RGB
-
Color 0 AAA
-
Color 1 RGB
-
Color 1 AAA
-
Color 2 RGB
-
Color 2 AAA
-
Texture RGB
-
Texture AAA
-
Rasterized RGB
-
Rasterized AAA
-
One
-
Half
-
Konst RGB
-
Zero
-
0
0
-
Previous Stage RGB
-
Previous Stage AAA
-
Color 0 RGB
-
Color 0 AAA
-
Color 1 RGB
-
Color 1 AAA
-
Color 2 RGB
-
Color 2 AAA
-
Texture RGB
-
Texture AAA
-
Rasterized RGB
-
Rasterized AAA
-
One
-
Half
-
Konst RGB
-
Zero
-
-
0
0
<html><head/><body><p><span style=" font-weight:600;">Color Output:</span></p></body></html>
-
0
0
Choose the register that this TEV stage will save its output color into. You can use this register as an input source in the next stage. The final stage MUST save its output to the Previous Stage register.
-
Previous Stage
-
Color 0
-
Color 1
-
Color 2
-
0
0
Alpha Inputs
-
0
0
-
Previous Stage
-
Color 0
-
Color 1
-
Color 2
-
Texture
-
Rasterized
-
Konst
-
Zero
-
0
0
-
Previous Stage
-
Color 0
-
Color 1
-
Color 2
-
Texture
-
Rasterized
-
Konst
-
Zero
-
0
0
-
Previous Stage
-
Color 0
-
Color 1
-
Color 2
-
Texture
-
Rasterized
-
Konst
-
Zero
-
0
0
-
Previous Stage
-
Color 0
-
Color 1
-
Color 2
-
Texture
-
Rasterized
-
Konst
-
Zero
-
-
0
0
<html><head/><body><p><span style=" font-weight:600;">Alpha Output: </span></p></body></html>
-
0
0
Choose the register that this TEV stage will save its output color into. You can use this register as an input source in the next stage. The final stage MUST save its output to the Previous Stage register.
-
Previous Stage
-
Color 0
-
Color 1
-
Color 2
-
0
0
Animation
-
-
0
0
<html><head/><body><p><span style=" font-weight:600;">Anim Type:</span></p></body></html>
-
0
0
<html><head/><body><p>Choose one of eight available material animation modes.<br/><br/>* <span style=" font-weight:600;">ModelView No Translate</span>: The texture coords will be transformed based on both the camera's position and orientation as well as the model's position in the world. Translation in world space will be ignored. This is ideal for simulating specularity and reflective surfaces using spheremaps.<br/>* <span style=" font-weight:600;">ModelView</span>: This is the same as above, except translation in world space will not be ignored.<br/>* <span style=" font-weight:600;">UV Scroll</span>: A smooth, simple UV scroll will be applied on both axes. Settings for each axis can be set independently from each other.<br/>* <span style=" font-weight:600;">Rotation</span>: This will make the texture rotate.<br/>* <span style=" font-weight:600;">Horizontal Filmstrip</span>: The texture will scroll horizontally. This mode can't be used to scroll on both axes simultaneously; however, you get finer control over how the scroll is performed.<br/>* <span style=" font-weight:600;">Vertical Filmstrip</span>: Identical to Horizontal Filmstrip, except you will get a vertical scroll instead of a horizontal one.<br/>* <span style=" font-weight:600;">Model:</span> The texture will be transformed based on the model's position in the world. The camera's position and orientation will not be taken into account.<br/>* <span style=" font-weight:600;">Mode-Who-Must-Not-Be-Named</span>: This is another mode capable of simulating reflective surfaces. Often used for pipes and ice. Unfortunately, we aren't quite sure what to call this one.</p></body></html>
-
No Animation
-
ModelView No Translation
-
ModelView
-
UV Scroll
-
Rotation
-
Horizontal Filmstrip
-
Vertical Filmstrip
-
Model
-
Mode-Who-Must-Not-Be-Named
-
-
0
0
<b>ParamA:</b>
-
0
0
Qt::NoContextMenu
3
-1000.000000000000000
1000.000000000000000
0.100000000000000
-
0
0
<html><head/><body><p><span style=" font-weight:600;">ParamB:</span></p></body></html>
-
0
0
Qt::NoContextMenu
3
-1000.000000000000000
1000.000000000000000
0.100000000000000
-
0
0
<html><head/><body><p><span style=" font-weight:600;">ParamC:</span></p></body></html>
-
0
0
Qt::NoContextMenu
3
-1000.000000000000000
1000.000000000000000
0.100000000000000
-
0
0
<html><head/><body><p><span style=" font-weight:600;">ParamD:</span></p></body></html>
-
0
0
Qt::NoContextMenu
3
-1000.000000000000000
1000.000000000000000
0.100000000000000
1
0
0
0
0
0
-
250
0
30
30
-
50
0
-
0
0
Qt::Horizontal
40
20
-
Grid
:/icons/EditorAssets/GridLight.png:/icons/EditorAssets/GridLight.png
32
32
true
true
true
-
Selection Tint
border: none;
:/icons/EditorAssets/Highlight.png:/icons/EditorAssets/Highlight.png
32
32
true
true
true
-
Orbit Camera
:/icons/EditorAssets/Orbit Camera.png:/icons/EditorAssets/Orbit Camera.png
32
32
false
true
-
Qt::Vertical
-
0
0
32
16777215
Mesh Preview
:/icons/EditorAssets/Model Preview.png:/icons/EditorAssets/Model Preview.png
32
32
true
-
0
0
32
16777215
Sphere Preview
:/icons/EditorAssets/Sphere Preview.png:/icons/EditorAssets/Sphere Preview.png
32
32
true
-
0
0
32
16777215
Flat Preview
:/icons/EditorAssets/Square Preview.png:/icons/EditorAssets/Square Preview.png
32
32
true
-
Qt::Vertical
-
0
0
32
32
Background Color
-
0
0
Qt::Horizontal
40
20
toolBar
TopToolBarArea
false
Open
Exit
Esc
Save
Export to DDS
Export curent model's textures
Import
Save as...
WDraggableSpinBox
QDoubleSpinBox
WColorPicker
QWidget
1
colorChanged(QColor)
WResourceSelector
QWidget
1
CModelEditorViewport
QWidget
1