Difference between revisions of "Glossaire/fr"
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=A= | |||
====Activation==== | |||
L'activation est l'interaction entre deux objets dans le moteur de création. Par exemple, lorsque le joueur ouvre une porte, il s'agit d'un évènement d'activation entre le joueur et la porte en question. De nombreux types d'objets réagissent à une activation avec un comportement par défaut. Les portes seront soit ouvertes, soit fermées, les coffres afficheront leur contenu et les PNJS converseront. [[OnActivate_-_ObjectReference/fr|Les évènements d'activation]] sont des scripts accessibles, permettant aux créateurs de contenu de mettre en œuvre des interactions avancées. | |||
[[Category: | ====Archive==== | ||
[[Category: | Les archives sont compressées dans des fichiers .bsa utilisés par les moteurs de création pour stocker certains types de données, tels que des modèles 3D, des sons, des mailles et des textures, de manière efficace. Le kit de création permet aux utilisateurs de créer ces archives manuellement ou automatiquement lors du transfert des modules vers l'Atelier Steam. Voir aussi : [[File Menu/fr#Create Archive|Menu fichier > Créer une archive]] | ||
====Artifact==== | |||
In computer graphics, an artifact is a visual glitch introduced by some technical process. [http://en.wikipedia.org/wiki/Compression_artifact Non-game specific examples on wikipedia] | |||
=B= | |||
====Base Object==== | |||
The term for any [[#Object|Object]] listed in the [[Object Window]]. Objects can have any number of [[#Object Reference|Reference]]s placed into the game world. | |||
''For example, the '''Base Object''' Actor "Alvor" has a single Reference with the EditorID of "AlvorRef" that is in the RiverwoodAlvorsHouse cell.'' | |||
''The '''Base Object''' Kit Piece "NorRmSmMid01" has many References, found throughout most Nordic ruins.'' | |||
=C= | |||
====Cleared Location==== | |||
A [[Location]] can be cleared. By default, a location is cleared when any/all reference(s) with the "Boss" [[Glossary#LocRefType|Location Reference Type]] is killed. A location can also be cleared [[SetCleared_-_Location|via script]]. | |||
Locations that are cleared are indicated as such on the world map. If the player re-visits the Location after the area has had time to reset, it may re-populated. | |||
====Culling==== | |||
To cull, to pick out : in computer science, culling is a term used for objects which are prevented from rendering. | |||
=D= | |||
====Default Master Package==== | |||
The [[Default Master Package]] is a special package which gives content creators quick access to commonly used AI behaviors without needing to create custom packages each time. | |||
====Default Objects==== | |||
Default objects are permanent objects that the programs needs to access reliably. Assign the appropriate game object to the default Use. | |||
====Depth Bias==== | |||
Depth bias enables coplanar geometry to not z-fight, offsetting decal geometry when depth-bias is on so that it appears in front of the geometry it is on top of. | |||
Depth bias (on shadow lights) is a method to account for insufficient depth precision in shadowmaps. Small depth bias can result in striping artifacts on the surface of objects, large depth bias can result in a lack of contact shadows. | |||
====DMP==== | |||
Acronym shorthand for [[Default Master Package]] | |||
=E= | |||
====Edge==== | |||
Term used to describe the edge of a polygon. Usually used in reference to [[:Category:Navmesh|navmesh]] | |||
====EOF==== | |||
When seen in the context of [[Papyrus Compiler Errors]] this means '''E'''vent '''O'''r '''F'''unction. | |||
(Generally in computing this would mean End Of File) | |||
====Exterior Cells==== | |||
Exterior cells belong to a [[World Spaces|Worldspaces]], and are part of the worldspace's landscape, which is basically a grid that extends infinitely in all directions. Each exterior cell is 4096 units by 4096 [[unit|units]] (or approximately 192x192ft or 58.5x58.5m). Each vertex in an exterior cell is 128 units (6ft) apart. | |||
All exterior cells are automatically given a grid number that represents their [X,Y] position from the center of the world. You will see this in the Render Window title as you select objects. | |||
====External Emittance==== | |||
External emmitance is when an object gets its emmitance color from an external source. External Emittance can be set to a specific light color, but can also inherit the sky color from a specific region of the world, allowing the emittance color to change to reflect time-of-day. | |||
=F= | |||
====Form==== | |||
Each of the objects in the currently loaded [[masterfile]]s and[[ plug-in]]s, including those found in the Object Window as well as not found there. (Actors, factions, packages, cells, references, etc. are all forms) | |||
====Frustum==== | |||
In games, a [http://en.wikipedia.org/wiki/Frustum Frustum] generally refers to the "view frustum" of the game camera. Imagine the 3D space of the game-world, and a camera floating in that space. The frustrum of that camera, a cone-shaped field, would include all visible objects within that 3D space. Frustums can also be used to describe the area which an NPC can see. | |||
====FX==== | |||
Shorthand for "Effects", usually "Special Effects". In the Creation Kit, FX objects usually are particle systems such as fire, smoke or fog. | |||
=G= | |||
====Glow Fill==== | |||
Glow Fills are a kind of Special Effects object. These are designed to simulate the glowing haze surrounding a source of light. They are typically used to create ambiance in interiors as well as obscure visual tricks such as Sun Holes.The object '''FXAmbBeamDust03''' is one example of a glow fill. | |||
=I= | |||
====Imagespace==== | |||
An imagespace applies post-processing effects to the image. Images space can control elements such as contrast, tinting, how bright objects must be for bloom lighting, the intensity of the sky/sun, depth of field and more. More information is available in this wiki: [[ImageSpace|Imagespace reference article]]. | |||
====Interior Cells==== | |||
Interior Cells are entered through a load door linked to another cell (interior or exterior). When in an interior, the exterior world is no longer visible. Each interior cell is essentially its own universe. | |||
=L= | |||
====Leaky Faucet Pacing==== | |||
Term used to describe a level design pacing problem. Imagine the annoying persistence of a leaking faucet - it's easy to fall into a pattern of placing encounters into a level at very regular intervals. This problem is usually addressed very simply by removing entire encounters, as many designers will tend towards too much combat in early iterations. The issue can also be addressed by paying attention to relative intensity of encounters, and making sure there is an interesting progression rather than a linear one. | |||
====LinkedRef==== | |||
Shorthand for "Linked Reference". Refers to the target of a Linked Reference relationship, which can be set in the Reference Properties of most references, from the Linked Ref tab. LinkedRefs may optionally have a keyword specified, which is helpful for references that need multiple associations/relationships. This is commonly used in package building and scripting. | |||
====LocRefType==== | |||
Shorthand for Location Reference Type. This is a tag that can be applied to a reference, used by the [[Radiant Story]] system to populate variable with appropriate objects and locations. | |||
=N= | |||
====[[:Category:Navmesh|Navmesh]]==== | |||
[[:Category:Navmesh|Navmesh]] is an editor-created three-dimensional shape which exists for the purpose of providing AI with navigation details in 3D space. The primary function of navmesh is simply to define where an actor can path, but navmesh can also include meta-data such as cover, ledges, water, and preferred routes. | |||
=O= | |||
====Object==== | |||
Can mean different things depending on context. Usually refers to a [[form]] in the [[masterfile]] or added by a mod. Often (but not always) either a [[#Base Object|Base Object]] or an [[#Object Reference|Object Reference]]. | |||
When discussing Papyrus Scripting, an Object can refer to any of the [[Script Objects]] (which correlate closely to forms.) | |||
====Object Reference==== | |||
Generally referred to as a "Reference" or "Ref", an Object Reference is an instance of an Object, placed in the world. For example, there is only one '''NorRmSmWallSideExSm01''' Base Object - but you can place as many instances of that object as you like. Each of these instances is a reference to the Base Object: so, each one is an Object Reference. References are explained in more depth on their own page: see [[Reference]]. | |||
====Orthographic View==== | |||
Sometimes shortened to "Ortho", orthographic view is a type of rendering/projection which displays a 3D space with no vanishing point. This is extremely useful for a blueprint-type view where walls appear as straight lines, allowing for very precise placement of objects in a space. | |||
Orthographic view can be toggled in the Creation Kit with the "'''0'''" (zero) hotkey. | |||
[http://en.wikipedia.org/wiki/Orthographic_projection More information is available on wikipedia.] | |||
=P= | |||
====Pisa Problem==== | |||
A problem in visual design. The term refers to the [http://en.wikipedia.org/wiki/Leaning_Tower_of_Pisa Leaning Tower of Pisa], which is remarkable specifically because remains standing although it doesn't look like it should remain standing. Because videogame locations are not required to obey the laws of physics, a structure such as the Tower would simply look ill-conceived. | |||
In general, the Pisa problem is a reminder to build spaces that look physically grounded and feasible. | |||
====Prefab==== | |||
Prefab is a shorthand term used to refer to a collection of objects which can be easily copied to provide some complex functionality, such as multi-object traps, puzzles and creature ambushes. These are provided in interior cells with the ''warehouse'' prefix. | |||
Note that "prefab" is not a form type in the Creation Kit. It's just the term applied by the team to these kinds of pre-configured setups. | |||
=Q= | |||
====Quest Item==== | |||
The Quest Item check box is available on most base objects. Objects marked as Quest Item cannot be dropped from the player's inventory, are not counted against encumbrance, and are not cleaned up when a cell is reset (and are not cleared from reset inventories). Actors marked as quest items update more frequently. | |||
=R= | |||
====Reference==== | |||
Also known as "Ref"s, there are various types of reference in the Creation Kit. Generally, though, when speaking about references, people will mean [[Glossary#Object Reference|Object Reference]]s. | |||
====Regions==== | |||
Regions are a means of storing data about blocks of cells in [[World Spaces|Worldspaces]]. In ''Skyrim'', they are primarily used as a way to assign [[Weather]] to exterior cells. | |||
====Rendering==== | |||
Rendering is a computer science term for drawing an image on-screen. On this wiki, it refers to any 3D objects which the Creation Engine is currently displaying. It is important to note that a rendered image is not always visible. This is why optimization is important: it helps content creators cut down on the amount of wasted rendering by ensuring that as few objects as possible are unnecessarily rendered. | |||
For more information, check out the [http://en.wikipedia.org/wiki/Rendering_(computer_graphics) Rendering article on wikipedia] | |||
====Roombound==== | |||
A synonym for "Room Marker" | |||
====Room-Hall-Room==== | |||
Refers to a pacing problem in level design. It's very easy for a level to fall into a rut where the space simply feels like a series of random rooms connected by repetitive hallways. This is usually the sign of a level in early stages of design. Room-Hall-Room can be addressed by replacing bland hallways with more interesting traversal spaces, giving rooms a sense of cohesive purpose in the larger meaning of a level, and tuning encounter pacing. | |||
====Room Marker==== | |||
A cube used to encompass references for the sake of manual occlusion. Room Markers are linked to each other via portals, helping the Creation Engine make better decisions about what to cull and render. [[Bethesda_Tutorial_Optimization|More information is available in this tutorial.]] | |||
=S= | |||
====Skybox==== | |||
A common game development term for an unreachable area created as a sort of diorama to create the illusion of an opening to sky. In Skyrim these usually consist of ceiling holes where a patch of sky can be seen, and additional clutter such as foliage is often used to make the illusion more convincing. | |||
=T= | |||
====Triangle==== | |||
In the context of [[:Category:Navmesh|navmesh]], a triangle or "tri" is a 3-sided polygon. | |||
=U= | |||
====UI==== | |||
Common acronym for "User Interface". Used interchangeably with GUI and HUD, or "Graphical User Interface", and "Heads-Up Display", respectively. | |||
=V= | |||
====Vertex==== | |||
A vertex, or "vert", is a point in 3D space. When working with [[:Category:Navmesh|navmesh]], vertices(plural) are used to create the corners of triangular polygons. | |||
=Z= | |||
====Z-Fighting==== | |||
In videogames, this term refers to a common visual bug where a surface flickers erratically because two objects are co-planar. Z-Fighting in the Creation Kit is commonly caused by the accidental duplication of static objects, or placement of decal objects directly on a surface with no offset. | |||
[[Category:Référence de l'éditeur/fr]] |
Latest revision as of 14:46, 22 October 2012
A[edit | edit source]
Activation[edit | edit source]
L'activation est l'interaction entre deux objets dans le moteur de création. Par exemple, lorsque le joueur ouvre une porte, il s'agit d'un évènement d'activation entre le joueur et la porte en question. De nombreux types d'objets réagissent à une activation avec un comportement par défaut. Les portes seront soit ouvertes, soit fermées, les coffres afficheront leur contenu et les PNJS converseront. Les évènements d'activation sont des scripts accessibles, permettant aux créateurs de contenu de mettre en œuvre des interactions avancées.
Archive[edit | edit source]
Les archives sont compressées dans des fichiers .bsa utilisés par les moteurs de création pour stocker certains types de données, tels que des modèles 3D, des sons, des mailles et des textures, de manière efficace. Le kit de création permet aux utilisateurs de créer ces archives manuellement ou automatiquement lors du transfert des modules vers l'Atelier Steam. Voir aussi : Menu fichier > Créer une archive
Artifact[edit | edit source]
In computer graphics, an artifact is a visual glitch introduced by some technical process. Non-game specific examples on wikipedia
B[edit | edit source]
Base Object[edit | edit source]
The term for any Object listed in the Object Window. Objects can have any number of References placed into the game world.
For example, the Base Object Actor "Alvor" has a single Reference with the EditorID of "AlvorRef" that is in the RiverwoodAlvorsHouse cell.
The Base Object Kit Piece "NorRmSmMid01" has many References, found throughout most Nordic ruins.
C[edit | edit source]
Cleared Location[edit | edit source]
A Location can be cleared. By default, a location is cleared when any/all reference(s) with the "Boss" Location Reference Type is killed. A location can also be cleared via script.
Locations that are cleared are indicated as such on the world map. If the player re-visits the Location after the area has had time to reset, it may re-populated.
Culling[edit | edit source]
To cull, to pick out : in computer science, culling is a term used for objects which are prevented from rendering.
D[edit | edit source]
Default Master Package[edit | edit source]
The Default Master Package is a special package which gives content creators quick access to commonly used AI behaviors without needing to create custom packages each time.
Default Objects[edit | edit source]
Default objects are permanent objects that the programs needs to access reliably. Assign the appropriate game object to the default Use.
Depth Bias[edit | edit source]
Depth bias enables coplanar geometry to not z-fight, offsetting decal geometry when depth-bias is on so that it appears in front of the geometry it is on top of.
Depth bias (on shadow lights) is a method to account for insufficient depth precision in shadowmaps. Small depth bias can result in striping artifacts on the surface of objects, large depth bias can result in a lack of contact shadows.
DMP[edit | edit source]
Acronym shorthand for Default Master Package
E[edit | edit source]
Edge[edit | edit source]
Term used to describe the edge of a polygon. Usually used in reference to navmesh
EOF[edit | edit source]
When seen in the context of Papyrus Compiler Errors this means Event Or Function.
(Generally in computing this would mean End Of File)
Exterior Cells[edit | edit source]
Exterior cells belong to a Worldspaces, and are part of the worldspace's landscape, which is basically a grid that extends infinitely in all directions. Each exterior cell is 4096 units by 4096 units (or approximately 192x192ft or 58.5x58.5m). Each vertex in an exterior cell is 128 units (6ft) apart.
All exterior cells are automatically given a grid number that represents their [X,Y] position from the center of the world. You will see this in the Render Window title as you select objects.
External Emittance[edit | edit source]
External emmitance is when an object gets its emmitance color from an external source. External Emittance can be set to a specific light color, but can also inherit the sky color from a specific region of the world, allowing the emittance color to change to reflect time-of-day.
F[edit | edit source]
Form[edit | edit source]
Each of the objects in the currently loaded masterfiles andplug-ins, including those found in the Object Window as well as not found there. (Actors, factions, packages, cells, references, etc. are all forms)
Frustum[edit | edit source]
In games, a Frustum generally refers to the "view frustum" of the game camera. Imagine the 3D space of the game-world, and a camera floating in that space. The frustrum of that camera, a cone-shaped field, would include all visible objects within that 3D space. Frustums can also be used to describe the area which an NPC can see.
FX[edit | edit source]
Shorthand for "Effects", usually "Special Effects". In the Creation Kit, FX objects usually are particle systems such as fire, smoke or fog.
G[edit | edit source]
Glow Fill[edit | edit source]
Glow Fills are a kind of Special Effects object. These are designed to simulate the glowing haze surrounding a source of light. They are typically used to create ambiance in interiors as well as obscure visual tricks such as Sun Holes.The object FXAmbBeamDust03 is one example of a glow fill.
I[edit | edit source]
Imagespace[edit | edit source]
An imagespace applies post-processing effects to the image. Images space can control elements such as contrast, tinting, how bright objects must be for bloom lighting, the intensity of the sky/sun, depth of field and more. More information is available in this wiki: Imagespace reference article.
Interior Cells[edit | edit source]
Interior Cells are entered through a load door linked to another cell (interior or exterior). When in an interior, the exterior world is no longer visible. Each interior cell is essentially its own universe.
L[edit | edit source]
Leaky Faucet Pacing[edit | edit source]
Term used to describe a level design pacing problem. Imagine the annoying persistence of a leaking faucet - it's easy to fall into a pattern of placing encounters into a level at very regular intervals. This problem is usually addressed very simply by removing entire encounters, as many designers will tend towards too much combat in early iterations. The issue can also be addressed by paying attention to relative intensity of encounters, and making sure there is an interesting progression rather than a linear one.
LinkedRef[edit | edit source]
Shorthand for "Linked Reference". Refers to the target of a Linked Reference relationship, which can be set in the Reference Properties of most references, from the Linked Ref tab. LinkedRefs may optionally have a keyword specified, which is helpful for references that need multiple associations/relationships. This is commonly used in package building and scripting.
LocRefType[edit | edit source]
Shorthand for Location Reference Type. This is a tag that can be applied to a reference, used by the Radiant Story system to populate variable with appropriate objects and locations.
N[edit | edit source]
[edit | edit source]
Navmesh is an editor-created three-dimensional shape which exists for the purpose of providing AI with navigation details in 3D space. The primary function of navmesh is simply to define where an actor can path, but navmesh can also include meta-data such as cover, ledges, water, and preferred routes.
O[edit | edit source]
Object[edit | edit source]
Can mean different things depending on context. Usually refers to a form in the masterfile or added by a mod. Often (but not always) either a Base Object or an Object Reference.
When discussing Papyrus Scripting, an Object can refer to any of the Script Objects (which correlate closely to forms.)
Object Reference[edit | edit source]
Generally referred to as a "Reference" or "Ref", an Object Reference is an instance of an Object, placed in the world. For example, there is only one NorRmSmWallSideExSm01 Base Object - but you can place as many instances of that object as you like. Each of these instances is a reference to the Base Object: so, each one is an Object Reference. References are explained in more depth on their own page: see Reference.
Orthographic View[edit | edit source]
Sometimes shortened to "Ortho", orthographic view is a type of rendering/projection which displays a 3D space with no vanishing point. This is extremely useful for a blueprint-type view where walls appear as straight lines, allowing for very precise placement of objects in a space.
Orthographic view can be toggled in the Creation Kit with the "0" (zero) hotkey.
More information is available on wikipedia.
P[edit | edit source]
Pisa Problem[edit | edit source]
A problem in visual design. The term refers to the Leaning Tower of Pisa, which is remarkable specifically because remains standing although it doesn't look like it should remain standing. Because videogame locations are not required to obey the laws of physics, a structure such as the Tower would simply look ill-conceived.
In general, the Pisa problem is a reminder to build spaces that look physically grounded and feasible.
Prefab[edit | edit source]
Prefab is a shorthand term used to refer to a collection of objects which can be easily copied to provide some complex functionality, such as multi-object traps, puzzles and creature ambushes. These are provided in interior cells with the warehouse prefix.
Note that "prefab" is not a form type in the Creation Kit. It's just the term applied by the team to these kinds of pre-configured setups.
Q[edit | edit source]
Quest Item[edit | edit source]
The Quest Item check box is available on most base objects. Objects marked as Quest Item cannot be dropped from the player's inventory, are not counted against encumbrance, and are not cleaned up when a cell is reset (and are not cleared from reset inventories). Actors marked as quest items update more frequently.
R[edit | edit source]
Reference[edit | edit source]
Also known as "Ref"s, there are various types of reference in the Creation Kit. Generally, though, when speaking about references, people will mean Object References.
Regions[edit | edit source]
Regions are a means of storing data about blocks of cells in Worldspaces. In Skyrim, they are primarily used as a way to assign Weather to exterior cells.
Rendering[edit | edit source]
Rendering is a computer science term for drawing an image on-screen. On this wiki, it refers to any 3D objects which the Creation Engine is currently displaying. It is important to note that a rendered image is not always visible. This is why optimization is important: it helps content creators cut down on the amount of wasted rendering by ensuring that as few objects as possible are unnecessarily rendered.
For more information, check out the Rendering article on wikipedia
Roombound[edit | edit source]
A synonym for "Room Marker"
Room-Hall-Room[edit | edit source]
Refers to a pacing problem in level design. It's very easy for a level to fall into a rut where the space simply feels like a series of random rooms connected by repetitive hallways. This is usually the sign of a level in early stages of design. Room-Hall-Room can be addressed by replacing bland hallways with more interesting traversal spaces, giving rooms a sense of cohesive purpose in the larger meaning of a level, and tuning encounter pacing.
Room Marker[edit | edit source]
A cube used to encompass references for the sake of manual occlusion. Room Markers are linked to each other via portals, helping the Creation Engine make better decisions about what to cull and render. More information is available in this tutorial.
S[edit | edit source]
Skybox[edit | edit source]
A common game development term for an unreachable area created as a sort of diorama to create the illusion of an opening to sky. In Skyrim these usually consist of ceiling holes where a patch of sky can be seen, and additional clutter such as foliage is often used to make the illusion more convincing.
T[edit | edit source]
Triangle[edit | edit source]
In the context of navmesh, a triangle or "tri" is a 3-sided polygon.
U[edit | edit source]
UI[edit | edit source]
Common acronym for "User Interface". Used interchangeably with GUI and HUD, or "Graphical User Interface", and "Heads-Up Display", respectively.
V[edit | edit source]
Vertex[edit | edit source]
A vertex, or "vert", is a point in 3D space. When working with navmesh, vertices(plural) are used to create the corners of triangular polygons.
Z[edit | edit source]
Z-Fighting[edit | edit source]
In videogames, this term refers to a common visual bug where a surface flickers erratically because two objects are co-planar. Z-Fighting in the Creation Kit is commonly caused by the accidental duplication of static objects, or placement of decal objects directly on a surface with no offset.