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uFrmSurfaceProps.dfm
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1158 lines (1158 loc) · 34.8 KB
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object frmSurfaceProps: TfrmSurfaceProps
Left = 0
Top = 0
BorderIcons = []
BorderStyle = bsDialog
Caption = 'frmSurfaceProps'
ClientHeight = 283
ClientWidth = 539
Color = clBtnFace
Font.Charset = DEFAULT_CHARSET
Font.Color = clWindowText
Font.Height = -12
Font.Name = 'Segoe UI'
Font.Style = []
PopupMode = pmExplicit
ShowHint = True
OnShow = FormShow
DesignSize = (
539
283)
TextHeight = 15
object Bevel1: TBevel
Left = 0
Top = 240
Width = 539
Height = 3
Align = alTop
ExplicitLeft = 3
ExplicitTop = 239
end
object LL_FlagsInfo: TEsLinkLabel
Left = 8
Top = 260
Width = 94
Height = 15
Hint = 'https://beyondunrealwiki.github.io/pages/surface-flags-ut.html'
Anchors = [akLeft, akBottom]
Caption = 'Flags descriptions'
Url = 'https://beyondunrealwiki.github.io/pages/surface-flags-ut.html'
end
object lblHoldShift: TLabel
Left = 8
Top = 260
Width = 181
Height = 15
Caption = 'Hold SHIFT to pan/rotate opposite'
end
object pgc_SurfProps: TPageControl
AlignWithMargins = True
Left = 3
Top = 3
Width = 533
Height = 234
ActivePage = tsAlign2
Align = alTop
Style = tsButtons
TabOrder = 0
OnChange = pgc_SurfPropsChange
object tsSurfaceFlags: TTabSheet
Caption = 'Surface Flags'
object chkMasked: TCheckBox
Tag = 2
Left = 3
Top = 16
Width = 97
Height = 17
Hint =
'You see masked textures as fences, grates, chains, etc. '#13#10'If a t' +
'exture has been created as masked, then this flag isn'#39't necessar' +
'y: the masking effect is "built-in".'#13#10'Some textures however will' +
' need this flag to make black parts transparent. '#13#10'Note that if ' +
'you have a texture that is masked, it will be rendered after eve' +
'rything else. '#13#10'This means that gibs, weapons and players etc, w' +
'ill be rendered even if they are obscured by a masked texture. '#13 +
#10'This has a severe effect on framerate, so go easy on the masked' +
' textures!'
Caption = 'Masked'
TabOrder = 0
OnClick = PolyFlagsClick
end
object chkInvisible: TCheckBox
Tag = 1
Left = 3
Top = 39
Width = 97
Height = 17
Hint =
'The texture will be invisible. '#13#10'For example, the surfaces of zo' +
'ne portals and invisible collision hulls are invisible. '#13#10'These ' +
'surfaces are displayed in UnrealEd unless realtime preview is en' +
'abled in the viewport'#39's titlebar.'
Caption = 'Invisible'
TabOrder = 1
OnClick = PolyFlagsClick
end
object chk2Sided: TCheckBox
Tag = 256
Left = 3
Top = 62
Width = 97
Height = 17
Hint =
'The texture will be two sided. Mainly used for sheets and Nonsol' +
'id objects. '#13#10'For example, if you have a cube that is non-solid ' +
'you will see its textures from the outside and it will look like' +
' a normal cube. If you move inside of it you won'#39't see the insid' +
'e walls of the cube. Setting the 2 sided flag on those surfaces ' +
'will allow you to see the inside walls of the cube. Both sides o' +
'f the wall (outside and inside) well be the same texture and ali' +
'gnment. '#13#10'There is no way to have a different texture per side.'
Caption = 'Two-Sided'
TabOrder = 2
OnClick = PolyFlagsClick
end
object chkPortal: TCheckBox
Tag = 67108864
Left = 3
Top = 85
Width = 97
Height = 17
Hint = 'Makes the surface a Zone Portal.'
Caption = 'Portal'
TabOrder = 3
OnClick = PolyFlagsClick
end
object chkMirror: TCheckBox
Tag = 134217728
Left = 3
Top = 108
Width = 97
Height = 17
Hint =
'The surface will look like a mirror. Make sure there is a frame ' +
'or something as the effect looks very unnatural. Also look out f' +
'or frame rates.'#13#10'If you want a surface to have a reflective appe' +
'arance you would set this flag as well as translucent. This meth' +
'od is used for things like marble floors that mirror the surroun' +
'ding area but you will also be able to see the texture that is a' +
'ssigned to it.'
Caption = 'Mirror'
TabOrder = 4
OnClick = PolyFlagsClick
end
object chkNoBoundsReject: TCheckBox
Tag = 2097152
Left = 379
Top = 108
Width = 122
Height = 17
Hint =
'Poly-specific disabling of bound rejection. Failure of the bound' +
' rejection code below causes holes that appear and disappear as ' +
'you move around the polygon. Flagging the polygon (or in some ca' +
'ses, several adjacent polygons as well) with PF_NoBoundRejection' +
' will eliminate this problem. To verify that the polygon in ques' +
'tion is suffering from this problem, select all surfaces, then t' +
'oggle the flag. The missing polygon should appear when "No Bound' +
' Rejection" is flagged. This is mainly a band aid fix to what is' +
' really causing the problem. '
Caption = 'No Bounds Reject'
TabOrder = 5
OnClick = PolyFlagsClick
end
object chkSpecialLit: TCheckBox
Tag = 1048576
Left = 116
Top = 16
Width = 97
Height = 17
Hint =
'Texture will only be illuminated by Light(s) that are also set t' +
'o special lit.'#13#10'Used when you want a surface to be lit independe' +
'nt of light sources around it. '#13#10'Example a glowing sphere that i' +
's not affected by your lighting around it. '#13#10'You need to set up ' +
'a special light source in this case.'
Caption = 'Special Lit'
TabOrder = 6
OnClick = PolyFlagsClick
end
object chkUnlit: TCheckBox
Tag = 4194304
Left = 116
Top = 39
Width = 97
Height = 17
Hint =
'The surface will not be affected by the lighting process. '#13#10'It w' +
'ill show at full brightness, i.e. it will show the same in Textu' +
'red view, in Dynamic Light view and in-game. '#13#10'Useful for textur' +
'es that look like light sources.'
Caption = 'Unlit'
TabOrder = 7
OnClick = PolyFlagsClick
end
object chkHighShadowDetail: TCheckBox
Tag = 8388608
Left = 116
Top = 62
Width = 125
Height = 17
Hint =
'Makes shadows on the texture more defined with less fuzzy edges ' +
'by increasing the light map resolution. '#13#10'Also makes the scene a' +
' little slower when dynamic lights are present, like those cause' +
'd by weapon fire. '
Caption = 'High Shadow Detail'
TabOrder = 8
OnClick = PolyFlagsClick
end
object chkLowShadowDetail: TCheckBox
Tag = 32768
Left = 116
Top = 85
Width = 125
Height = 17
Hint =
'Makes shadows less defined and more fuzzy on the edges. '#13#10'Decrea' +
'ses lightmap resolution and speeds up gameplay when dynamic ligh' +
'ts are present.'#13#10'Note: if both Low and High Shadow Detail are se' +
't then the texture will have Ultra Low Shadow Detail. '
Caption = 'Low Shadow Detail'
TabOrder = 9
OnClick = PolyFlagsClick
end
object chkDirtyShadows: TCheckBox
Tag = 262144
Left = 116
Top = 108
Width = 97
Height = 17
Hint =
'Uses more conservative lighting, supposedly faster, at the expen' +
'se of looks...'
Caption = 'Dirty Shadows'
TabOrder = 10
OnClick = PolyFlagsClick
end
object chkBrightCorners: TCheckBox
Tag = 524288
Left = 116
Top = 131
Width = 109
Height = 17
Hint =
'Makes the texture more responsive to light which make the over a' +
'll texture brighter including the edges and corners. '#13#10'Also help' +
's to illuminate smaller textures that aren'#39't responding to norma' +
'l lightmapping. If you have a texture that keeps coming out blac' +
'k then try setting this.'#13#10'This is useful when you have a large s' +
'urface that is unevenly lit. Enabling this will ensure that all ' +
'parts are smoothly lit, looking more natural and that there are ' +
'no dark corners.'
Caption = 'Bright Corners'
TabOrder = 11
OnClick = PolyFlagsClick
end
object chkForceViewZone: TCheckBox
Tag = 16
Left = 379
Top = 131
Width = 114
Height = 17
Hint =
'Render the poly regardless of its zone mapping. During the zone ' +
'mapping process, polys will sometimes be flagged as part of Zone' +
' 0, causing them to be invisible when the player is within the l' +
'evel. Level designers can detect this class of hole by moving "i' +
'nto geometry" (i.e., outside the level) while viewing the level ' +
'from an editor window set to "Zone/Portal View." If the hole is ' +
'replaced by a polygon colored unlike the rest of the polygons in' +
' the zone (usually dark gray), the "hole" can usually be patched' +
' by setting the PF_ForceViewZone flag. The patch can immediately' +
' be verified by moving inside the level. '
Caption = 'Force View Zone'
TabOrder = 12
OnClick = PolyFlagsClick
end
object chkFakeBackdrop: TCheckBox
Tag = 128
Left = 259
Top = 108
Width = 97
Height = 17
Hint =
'Links the texture to the SkyZone actor. '#13#10'When looking into a Fa' +
'ke Backdrop texture you will see what the Skyzone actor sees. '#13#10 +
'Less technical meaning is it is used to create the background Sk' +
'yBox texture visible in a level. '#13#10'Examples: a window or the cei' +
'ling of an outdoor area.'
Caption = 'Fake Backdrop'
TabOrder = 13
OnClick = PolyFlagsClick
end
object chkSmallWavy: TCheckBox
Tag = 8192
Left = 259
Top = 85
Width = 97
Height = 17
Hint =
'Makes the texture move around in circles in a wavy fashion. '#13#10'Of' +
'ten used for water but looks ugly when done this way. '#13#10'This is ' +
'kinda like Panning except it'#39'll got in all four directions at ra' +
'dom. '#13#10'Good for water in a pool.'
Caption = 'Small Wavy'
TabOrder = 14
OnClick = PolyFlagsClick
end
object chkSpecialPoly: TCheckBox
Tag = 4096
Left = 379
Top = 85
Width = 97
Height = 17
Caption = 'Special Poly'
TabOrder = 15
OnClick = PolyFlagsClick
end
object chkModulated: TCheckBox
Tag = 64
Left = 259
Top = 62
Width = 97
Height = 17
Hint =
'Multiplies the source and destination pixels by 2 (like the Phot' +
'oshop "Multiply" mode). '#13#10'This results in:'#13#10'* color 0,0,0 = dark' +
'en whatever is behind it'#13#10'* color 127,127,127 = no change'#13#10'* col' +
'or 255, 255, 255 = brighten whatever is behind it'#13#10#13#10
Caption = 'Modulated'
TabOrder = 16
OnClick = PolyFlagsClick
end
object chkTranslucent: TCheckBox
Tag = 4
Left = 259
Top = 39
Width = 97
Height = 17
Hint =
'Surface is transparent.'#13#10'The brightness of the color determines ' +
'it'#39's opacity. i.e.'#13#10'* white is 100% opaque'#13#10'* a middle bright co' +
'lour such as grey or medium yellow is partially transparent'#13#10'* b' +
'lack is 100% translucent'#13#10
Caption = 'Translucent'
TabOrder = 17
OnClick = PolyFlagsClick
end
object chkNoSmooth: TCheckBox
Tag = 2048
Left = 259
Top = 16
Width = 97
Height = 17
Hint = 'Turns off all texture filtering and smoothing for the surface.'
Caption = 'No Smooth'
TabOrder = 18
OnClick = PolyFlagsClick
end
object chkVpan: TCheckBox
Tag = 1024
Left = 379
Top = 39
Width = 97
Height = 17
Hint =
'Texture will pan along the u-axis (horizontal) or the v-axis (ve' +
'rtical) respectively. '#13#10'These axes are relative to the texture, ' +
'so are dependant on how it'#39's been rotated, scaled of skewed. '#13#10'T' +
'he panning speed is set for the whole zone the surface belongs t' +
'o in the ZoneInfo actor'#39's TexUPanSpeed and TexVPanSpeed properti' +
'es. '#13#10'Good for flowing water, clouds in the SkyBox. '
Caption = 'V-Pan'
TabOrder = 19
OnClick = PolyFlagsClick
end
object chkUpan: TCheckBox
Tag = 512
Left = 379
Top = 16
Width = 97
Height = 17
Hint =
'Texture will pan along the u-axis (horizontal) or the v-axis (ve' +
'rtical) respectively. '#13#10'These axes are relative to the texture, ' +
'so are dependant on how it'#39's been rotated, scaled of skewed. '#13#10'T' +
'he panning speed is set for the whole zone the surface belongs t' +
'o in the ZoneInfo actor'#39's TexUPanSpeed and TexVPanSpeed properti' +
'es. '#13#10'Good for flowing water, clouds in the SkyBox. '
Caption = 'U-Pan'
TabOrder = 20
OnClick = PolyFlagsClick
end
object btnClearAllSurfFlags: TButton
Left = 3
Top = 177
Width = 97
Height = 21
Caption = 'Reset all flags'
TabOrder = 21
OnClick = btnClearAllSurfFlagsClick
end
end
object tsAlign: TTabSheet
Caption = 'Align'
ImageIndex = 1
object gb_Pan: TGroupBox
Left = 3
Top = 0
Width = 170
Height = 81
Caption = 'Pan'
DefaultHeaderFont = False
HeaderFont.Charset = DEFAULT_CHARSET
HeaderFont.Color = clWindowText
HeaderFont.Height = -12
HeaderFont.Name = 'Segoe UI'
HeaderFont.Style = [fsBold]
TabOrder = 0
object Label1: TLabel
Left = 2
Top = 17
Width = 24
Height = 62
Align = alLeft
Alignment = taRightJustify
AutoSize = False
Caption = 'U:'#13#10#13#10'V:'
end
object btnPanU1: TButton
Tag = 1
Left = 32
Top = 14
Width = 25
Height = 25
Caption = '1'
TabOrder = 0
OnClick = btnPanUClick
end
object btnPanU4: TButton
Tag = 4
Left = 58
Top = 14
Width = 25
Height = 25
Caption = '4'
TabOrder = 1
OnClick = btnPanUClick
end
object btnPanV64: TButton
Tag = 64
Left = 112
Top = 44
Width = 25
Height = 25
Caption = '64'
TabOrder = 2
OnClick = btnPanVClick
end
object btnPanV16: TButton
Tag = 16
Left = 85
Top = 44
Width = 25
Height = 25
Caption = '16'
TabOrder = 3
OnClick = btnPanVClick
end
object btnPanU16: TButton
Tag = 16
Left = 85
Top = 14
Width = 25
Height = 25
Caption = '16'
TabOrder = 4
OnClick = btnPanUClick
end
object btnPanV4: TButton
Tag = 4
Left = 58
Top = 44
Width = 25
Height = 25
Caption = '4'
TabOrder = 5
OnClick = btnPanVClick
end
object btnPanV1: TButton
Tag = 1
Left = 32
Top = 44
Width = 25
Height = 25
Caption = '1'
TabOrder = 6
OnClick = btnPanVClick
end
object btnPanU64: TButton
Tag = 64
Left = 112
Top = 14
Width = 25
Height = 25
Caption = '64'
TabOrder = 7
OnClick = btnPanUClick
end
object btnPanU128: TButton
Tag = 128
Left = 139
Top = 13
Width = 25
Height = 25
Caption = '128'
TabOrder = 8
OnClick = btnPanUClick
end
object btnPanV128: TButton
Tag = 128
Left = 139
Top = 44
Width = 25
Height = 25
Caption = '128'
TabOrder = 9
OnClick = btnPanVClick
end
end
object gb_Rotation: TGroupBox
Left = 179
Top = 0
Width = 346
Height = 81
Caption = 'Rotation'
DefaultHeaderFont = False
HeaderFont.Charset = DEFAULT_CHARSET
HeaderFont.Color = clWindowText
HeaderFont.Height = -12
HeaderFont.Name = 'Segoe UI'
HeaderFont.Style = [fsBold]
TabOrder = 1
DesignSize = (
346
81)
object btnRotate0_5: TButton
Left = 8
Top = 13
Width = 29
Height = 25
Caption = '0.5'#176
TabOrder = 0
OnClick = btnRotate0_5Click
end
object btnRotate1: TButton
Left = 39
Top = 13
Width = 25
Height = 25
Caption = '1'#176
TabOrder = 1
OnClick = btnRotate1Click
end
object btnRotate11_25: TButton
Left = 66
Top = 13
Width = 43
Height = 25
Caption = '11.25'#176
TabOrder = 2
OnClick = btnRotate11_25Click
end
object btnRotate22_5: TButton
Left = 110
Top = 13
Width = 38
Height = 25
Caption = '22.5'#176
TabOrder = 3
OnClick = btnRotate22_5Click
end
object btnRotate45: TButton
Left = 149
Top = 13
Width = 25
Height = 25
Caption = '45'#176
TabOrder = 4
OnClick = btnRotate45Click
end
object btnRotate90: TButton
Left = 176
Top = 13
Width = 25
Height = 25
Caption = '90'#176
TabOrder = 5
OnClick = btnRotate90Click
end
object btnRotate180: TButton
Left = 203
Top = 13
Width = 32
Height = 25
Caption = '180'#176
TabOrder = 6
OnClick = btnRotate180Click
end
object btnSmallDiagonal: TButton
Left = 257
Top = 13
Width = 81
Height = 25
Hint = 'Small Diagonal'
Caption = 'Small Diag.'
TabOrder = 7
OnClick = btnSmallDiagonalClick
end
object btnBigDiagonal: TButton
Left = 257
Top = 44
Width = 81
Height = 25
Hint = 'Big Diagonal'
Caption = 'Big Diagonal'
TabOrder = 8
OnClick = btnBigDiagonalClick
end
object btnFlipU: TButton
Left = 8
Top = 44
Width = 43
Height = 25
Caption = 'Flip U'
TabOrder = 9
OnClick = btnFlipUClick
end
object btnFlipV: TButton
Left = 52
Top = 44
Width = 43
Height = 25
Caption = 'Flip V'
TabOrder = 10
OnClick = btnFlipVClick
end
object se_CustomAngle: TJvSpinEdit
Left = 190
Top = 45
Width = 61
Height = 23
Thousands = True
Decimal = 3
Increment = 0.001000000000000000
ValueType = vtFloat
Font.Charset = RUSSIAN_CHARSET
Font.Color = clWindowText
Font.Height = -13
Font.Name = 'Consolas'
Font.Style = []
ParentFont = False
TabOrder = 11
HideSelection = False
end
object btnApplyViewportRatio: TButton
Left = 97
Top = 44
Width = 91
Height = 25
Anchors = [akTop, akRight]
Caption = 'Apply Custom:'
TabOrder = 12
OnClick = btnApplyViewportRatioClick
end
end
object gb_Alignment: TGroupBox
Left = 3
Top = 85
Width = 258
Height = 113
Caption = 'Alignment'
DefaultHeaderFont = False
HeaderFont.Charset = DEFAULT_CHARSET
HeaderFont.Color = clWindowText
HeaderFont.Height = -12
HeaderFont.Name = 'Segoe UI'
HeaderFont.Style = [fsBold]
TabOrder = 2
object btnAlignFloor: TButton
Left = 147
Top = 25
Width = 102
Height = 25
Caption = 'Floor/Ceiling'
TabOrder = 0
end
object btnAlignOneTile: TButton
Left = 147
Top = 52
Width = 102
Height = 25
Caption = 'One Tile'
TabOrder = 1
end
object btnUnalign: TButton
Left = 192
Top = 79
Width = 57
Height = 25
Caption = 'Unalign'
TabOrder = 2
OnClick = btnUnalignClick
end
object btnAlignWallDir: TButton
Left = 8
Top = 25
Width = 102
Height = 25
Caption = 'Wall Direction'
TabOrder = 3
OnClick = btnAlignWallDirClick
end
object btnAlignWallColumn: TButton
Left = 8
Top = 79
Width = 102
Height = 25
Caption = 'Wall Column:'
TabOrder = 4
OnClick = btnAlignWallColumnClick
end
object btnAlignWallPan: TButton
Left = 8
Top = 52
Width = 102
Height = 25
Caption = 'Wall Pan'
TabOrder = 5
OnClick = btnAlignWallPanClick
end
object se_WallColumnTexels: TJvSpinEdit
Left = 112
Top = 80
Width = 69
Height = 23
ValueType = vtFloat
Value = 256.000000000000000000
Font.Charset = RUSSIAN_CHARSET
Font.Color = clWindowText
Font.Height = -13
Font.Name = 'Consolas'
Font.Style = []
ParentFont = False
TabOrder = 6
end
end
object gb_Scaling: TGroupBox
Left = 267
Top = 85
Width = 258
Height = 113
Caption = 'Scaling'
DefaultHeaderFont = False
HeaderFont.Charset = DEFAULT_CHARSET
HeaderFont.Color = clWindowText
HeaderFont.Height = -12
HeaderFont.Name = 'Segoe UI'
HeaderFont.Style = [fsBold]
TabOrder = 3
object Label2: TLabel
AlignWithMargins = True
Left = 5
Top = 20
Width = 52
Height = 88
Align = alLeft
Alignment = taRightJustify
Caption = 'Simple:'#13#10#13#10'Texture U:'#13#10#13#10'Texture V:'
ExplicitHeight = 75
end
object cmbScale: TComboBox
Left = 63
Top = 20
Width = 106
Height = 23
TabOrder = 0
Text = '1.0'#10
Items.Strings = (
'0,0625'
'0,09375'
'0,125'
'0,1875'
'0,25'
'0,375'
'0,5'
'0,75'
'1,0'#10
'1,125'
#10'1,25'
#10'1,375'
#10'1,5'
#10'1,625'
#10'1,75'
#10'1,875'
#10'2,0'
#10'4,0'
#10'8,0'#10
'16,0')
end
object se_VVScale: TJvSpinEdit
Left = 63
Top = 77
Width = 106
Height = 23
Decimal = 6
Increment = 0.050000000000000000
MaxValue = 1000.000000000000000000
ValueType = vtFloat
Font.Charset = RUSSIAN_CHARSET
Font.Color = clWindowText
Font.Height = -13
Font.Name = 'Consolas'
Font.Style = []
ParentFont = False
TabOrder = 1
end
object se_UUScale: TJvSpinEdit
Left = 63
Top = 49
Width = 106
Height = 23
Decimal = 6
Increment = 0.050000000000000000
MaxValue = 1000.000000000000000000
ValueType = vtFloat
Font.Charset = RUSSIAN_CHARSET
Font.Color = clWindowText
Font.Height = -13
Font.Name = 'Consolas'
Font.Style = []
ParentFont = False
TabOrder = 2
end
object btnApplySimpleScaling: TButton
Left = 175
Top = 18
Width = 70
Height = 25
Caption = 'Apply'
TabOrder = 3
OnClick = btnApplySimpleScalingClick
end
object btnApply_UV_Scaling: TButton
Left = 175
Top = 49
Width = 70
Height = 22
Caption = 'Apply'
TabOrder = 4
OnClick = btnApply_UV_ScalingClick
end
object chkRelativeScaling: TCheckBox
Left = 175
Top = 78
Width = 75
Height = 17
Caption = 'Relative?'
TabOrder = 5
end
end
end
object tsAlign2: TTabSheet
Caption = 'Align(Advanced)'
ImageIndex = 3
object gb_TextureSkew: TGroupBox
Left = 3
Top = 0
Width = 300
Height = 198
Caption = 'Texture Skew'
DefaultHeaderFont = False
HeaderFont.Charset = DEFAULT_CHARSET
HeaderFont.Color = clWindowText
HeaderFont.Height = -12
HeaderFont.Name = 'Segoe UI'
HeaderFont.Style = [fsBold]
TabOrder = 0
object Bevel2: TBevel
AlignWithMargins = True
Left = 149
Top = 41
Width = 3
Height = 152
Margins.Left = 0
Margins.Top = 0
Margins.Right = 0
Align = alLeft
Shape = bsRightLine
ExplicitLeft = 140
ExplicitTop = 17
ExplicitHeight = 179
end
object pnlHSkew: TEsPanel
Left = 2
Top = 41
Width = 147
Height = 155
Align = alLeft
TabOrder = 0
FrameStyle = None
object Label3: TLabel
AlignWithMargins = True
Left = 3
Top = 3
Width = 42
Height = 149
Align = alLeft
Alignment = taRightJustify
Caption = #13#10'Rise:'#13#10#13#10'Run:'#13#10#13#10'H Scale:'#13#10
ExplicitHeight = 105
end
object se_HRise: TJvSpinEdit
Left = 50
Top = 16
Width = 92
Height = 23
Decimal = 5
MaxValue = 65535.000000000000000000
MinValue = 1.000000000000000000
ValueType = vtFloat
Value = 256.000000000000000000
Font.Charset = RUSSIAN_CHARSET
Font.Color = clWindowText
Font.Height = -13
Font.Name = 'Consolas'
Font.Style = []
ParentFont = False
TabOrder = 0
HideSelection = False
end
object se_HRun: TJvSpinEdit
Left = 50
Top = 45
Width = 92
Height = 23
Decimal = 5
MaxValue = 65535.000000000000000000
ValueType = vtFloat
Value = 256.000000000000000000
Font.Charset = RUSSIAN_CHARSET
Font.Color = clWindowText
Font.Height = -13
Font.Name = 'Consolas'
Font.Style = []
ParentFont = False
TabOrder = 1
HideSelection = False
end
object se_HScale: TJvSpinEdit
Left = 50
Top = 74
Width = 92
Height = 23
Decimal = 5
Increment = 0.050000000000000000
MaxValue = 256.000000000000000000
MinValue = 0.031250000000000000
ValueType = vtFloat
Value = 1.000000000000000000
Font.Charset = RUSSIAN_CHARSET
Font.Color = clWindowText
Font.Height = -13
Font.Name = 'Consolas'
Font.Style = []
ParentFont = False
TabOrder = 2
HideSelection = False
end
object chkHNegate: TCheckBox
Left = 51
Top = 103
Width = 80
Height = 17
Caption = 'Negate'
TabOrder = 3
end
end
object pnlVSkew: TEsPanel
Left = 152
Top = 41
Width = 147
Height = 155
Align = alLeft
TabOrder = 1
FrameStyle = None
object Label4: TLabel
AlignWithMargins = True
Left = 3
Top = 3