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 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 0 0 1280 21 File Textures Window toolBar TopToolBarArea false Open Exit Esc Save Export to DDS Export curent model's textures Import Save as... 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