Difference between revisions of "Bethesda Tutorial Creation Kit Interface/ru"

imported>Vitamant
imported>ZyXel
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'''Окно ячеек (Cell View Window)''' состоит из пяти основных компонентов:
'''Окно ячеек (Cell View Window)''' состоит из пяти основных компонентов:
*'''World Space''' This drop-down dictates which cells appear in the list below it.  Interiors are considered a special world space. Leave this setting alone for now, as we will be working with an interior at first.
*'''World Space''' This drop-down dictates which cells appear in the list below it.  Interiors are considered a special world space. Leave this setting alone for now, as we will be working with an interior at first.
*'''X/Y''' When working with an exterior, you can manually load a cell via coordinates.  This is irrelevant when working with interiors and will be grayed out except when an exterior worldspace has been chosen.
*'''X/Y''' Когда работаете с внешним видом, вы можете загрузить ячейку вручную через координаты.  This is irrelevant when working with interiors and will be grayed out except when an exterior worldspace has been chosen.
*'''Cell List''' These are the cells that make up the world space you've specified. Only one cell is considered "loaded" at each time, although multiple ''exterior'' cells may be visibly rendered in some cases.
*'''Cell List''' These are the cells that make up the world space you've specified. Only one cell is considered "loaded" at each time, although multiple ''exterior'' cells may be visibly rendered in some cases.
*'''Reference List''' This list, which is probably empty for you right now, will populate with all the references that exist within the loaded cell.  You can access references either through this list, or by physically interacting with them via the Render Window.
*'''Reference List''' This list, which is probably empty for you right now, will populate with all the references that exist within the loaded cell.  You can access references either through this list, or by physically interacting with them via the Render Window.
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