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?xml version="1.0"? TextLibrary Text tag="[Conv_Q3Q6cc_NAME1]" Lord Bane /Text Text tag="[Conv_Q3Q6cc_0000]" Welcome, Son of Albion. /Text Text tag="[Conv_Q3Q6cc_0001]" Welcome, Son of Albion. /Text Text tag="[Conv_Q3Q6cc_0002]" Welcome, Daughter of Albion. /Text Text tag="[Conv_Q3Q6cc_0003]" Welcome, Daughter of Albion. /Text Text tag="[Conv_Q3Q6cc_0004]" I have followed the sword. It has shown me power that I never dreamed could exist. /Text Text tag="[Conv_Q3Q6cc_0005]" I have followed the sword. It has shown me power that I never dreamed could exist. /Text Text tag="[Conv_Q3Q6cc_0006]" I have followed the sword. It has shown me power that I never dreamed could exist. /Text Text tag="[Conv_Q3Q6cc_0007]" I have followed the sword. It has shown me power that I never dreamed could exist. /Text Text tag="[Conv_Q3Q6cc_0008]" Then join with me. Together we will rule these lands. Nobody will dare challenge us. /Text Text tag="[Conv_Q3Q6cc_0009]" Then join with me. Together we will rule these lands. Nobody will dare challenge us. /Text Text tag="[Conv_Q3Q6cc_0010]" Then join with me. Together we will rule these lands. Nobody will dare challenge us. /Text Text tag="[Conv_Q3Q6cc_0011]" Then join with me. Together we will rule these lands. Nobody will dare challenge us. /Text Text tag="[Conv_Q3Q6cc_0012]" Join you? Hah! You are a fool, Bane. Why should I join you... when I can REPLACE you! /Text Text tag="[Conv_Q3Q6cc_0013]" Join you? Hah! You are a fool, Bane. Why should I join you... when I can REPLACE you! /Text Text tag="[Conv_Q3Q6cc_0014]" Join you? Hah! You are a fool, Bane. Why should I join you... when I can REPLACE you! /Text Text tag="[Conv_Q3Q6cc_0015]" Join you? Hah! You are a fool, Bane. Why should I join you... when I can REPLACE you! /Text /TextLibrary
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メニュー トップページ メニュー Welcome to Carrara Welcome What s New in This Version Installation About Your Documentation Technical Support Carrara Overview(Carraraの概要) Carrara Overview Creating Scenes Using the Scene Wizard Using the Landscape Wizard Creating an Empty Scene Opening an Existing File Carrara’s Rooms Assemble Room Model Room Storyboard Room Texture Room Render Room Carrara Interface Elements Carrara Menus Carrara Tools Document Window Browser Tray Properties Tray Sequencer Tray The Interactive Renderer Displaying the Carrara Application Windows Setting up Carrara(Carraraの設定) Setting Carrara Preferences Setting Application Preferences Setting General Preferences Setting UI Effects Preferences Changing Keyboard Shortcuts Setting Imaging and Scratch Disk Preferences General Scene Settings Preferences Setting Units of Measurement in the Properties Tray OpenGL Preferences File Format Preferences Interface Settings Preferences User Interface Color Preferences 3D View Preferences 3D View Color Preferences Modeling Room Preferences Shader Editor Preferences Shading Room Preferences Resetting Application Preferences Adding Objects Assemble Room Overview Assemble Room Menu Commands and Tools Working with the Common Tools Customizing Tool Locations 3D Object Manipulation Tools Camera Tools 2D View Tools Using the Document Window Displaying Multiple Camera Views Using the Working Box Object Bounding Boxes and Projections Choosing the Acrive Plane Changing the Working Box Aligning the Working Box to an Object Aligning the Working Box to Specific Coordinates Returning the Working Box to its Origin Changing the Grid Choosing a Preview Mode Using the Properties Tray Choosing Interactive Renderer (3D Preview) Settings Using the Sequencer Tray Editing Your Scene’s contents Undoing Operations Redoing Operations Saving Your File Closing Your File Using Content Files The Browser Tray Showing and Hiding the Browser Choosing Your Display Mode Using the Browser File Menu Displaying File Information Deleting Files Duplicating Files Editing Files Adding Folders Removing Folders Updating Folders Updating Folders Browser Tabs Browser Tray Scenes Tab Browser Tray Objects Tab Browser Tray Shaders Tab Browser Tray Clip Tab Browser Tray Misc Tab Browser Tray Artwork Tab Using Content and Runtime Folders Adding Runtime Folders Using Content Runtime Folders Adding Content Special Notes Using Environmental Primitives Creating Terrains The Filter Layers List The Terrain Properties The 3D Preview Creating a Custom Terrain Filter Reference Generators Filters Advanced Generators Terrain Shading Creating Plants General Properties Manipulation Mesh Settings Trunk Properties Branch Properties Leaf Properties Tree Shape Parameters Experts Plant Parameters Creating Clouds Volumetric Clouds Light to Use The Shape Panel General Properties Panel The 3D Preview Volume Clouds Old Volumetric Clouds Fire Primitive Creating Fountains Creating Fog Creating Oceans Import/Export Importing 3D Objects 3D Studio (3DS Import) 3DMF Import Biovision BVH Import DAZ Studio (DAZ format) DXF Import DirectX Import Filmbox FBX Import LightWave (LWO Import) WaveFront OBJ Import Poser Native Import Importing Poser Cameras (CM2/CMZ) Importing a Poser Character (CR2/CRZ) Importing Options in the Properties Tray Conforming Clothing Importing Poser Hair (HR2/HRZ) Importing Poser Lights (LT2/LTZ) Importing Poser Props (PP2/PPZ) Importing a Poser Scene (PZ3/PZZ) Realviz XML Import SynthEyes(TM) Import TrueSpace Import CAD Formats Other Formats Exporting 3D Objects 3DS Export 3DMF Export Adobe After Effects Export DXF Export DirectX Export Kaydara FBX Export ShockWave3D Export VRML Export Wavefront OBJ Export Exporting 3D Objects VET (Viewpoint Experience Technology) Export Exporting a Scene Previewing a Scene VET Export Options Getting Results VET Animators VET Interactors Current Limitations Modeling Objects Using Primitive Tools Using Geometric Primitives 3D Primitive Tools Sphere Primitives Cube Primitives Cone Primitives Cylinder Primitives Icosahedron Primitives 2D Primitive Tools Planes Creating Infinite Planes Shading Infinite Planes Splat Primitive Creating Text Objects Creating Particle Systems Editing Particle Settings Basic Particle Settings Particle Shape and Quantity Particle Placement Particle Life Particle Shading Particle Emission Advanced Particle Settings Particle Physics Particle Spawning Previewing the Particle System Shading the Particle System Working with Particles in 3D View Using the Blur Object Effect on Particles Vertex Modeling Overview Vertex Modeling Concepts The Vertex Modeling Window Opening the Vertex Modeling Window The Vertex Modeler 3D View The Drawing Plane Setting Preferences for the Vertex Modeler Working with the Modeling Window Showing and Hiding Planes Changing the Active Plane Changing the Drawing Plane Changing Your Point of View Previewing Objects Vertex Modeling Basics Using the Vertex Primitives Inserting 3D Vertex Objects 3D Spheres 3D Cubes 3D Cones 3D Cylinders Polyhedrons 3D Grid 3D Rectangle 3D Oval 3D Polygon Inserting 2D Vertex Objects Drawing Polylines Converting Closed Polylines to Polygons Drawing Interpolated Curves Drawing Curves Drawing Rectangles Drawing Circles Working with Selections Selection Tools Vertex Modeler Selection Modes Choosing a Selection Mode Selecting Vertices Selecting Edges Selecting Adjoining Edges Selecting Polygons Selecting Objects Soft Selections Viewing Selection Statistics Selection Menu Commands Saving Selections Restoring Selections Working with Named Selections Hiding Selections Deselecting Items Using the Properties Tray Selection Tools Looping from a Selection Ring from Selection Selecting Between (or Select Connect) Inverting the Current Selection Shrinking Selections Growing Selections Working with Vertices and Edges Using the Magnet to Attract Vertices Repositioning Vertices Numerically Deleting Vertices Adding Vertices Welding Vertices Using the Weld Command Using the Weld Tool Using the Target Weld Tool Linking and Unlinking Vertices Deleting Edges Deleting Polygons Detaching Polygons Advanced Edge Tools Quick Fillet Extract Around Extract Along Move Along Working with Objects Transforming Objects and Selections The 3D Manipulator The Move Manipulator The Scale Manipulator The Rotate Manipulator The Universal Manipulator 3D Manipulator Properties Moving Objects to the Drawing Plane Converting Spline and Metaball Objects Duplicating Objects Duplicating Objects with Symmetry Replicating Objects or Selections Aligning Objects Flipping Objects Checking Object Properties Editing Selection Properties Using an Image as a Model Basic Vertex Modeling Functions Changing an Object s Definition Subdividing an Object Tesselating Objects Decimating an Object Triangulating and Untriangulating Polygons Cleaning Topology Triangulating Non-Planar Faces Triangulating N-Gons Removing Duplicate Points Merging Coplanar Faces Creating and Filling Holes in an Object Closing a Curve Extracting Edges from Curves Modifying the Polygon Normals Flattening Objects Adding Thickness to an Object Offsetting an Object’s Surface Filleting Vertices or Edges Using the Bridge Tool Working With Subdivision Surfaces Subdividing a Polymesh Edge Creasing Symmetrical Modeling Displacement Painting Showing, Hiding and Deleting Displacement Using the Displacement Painting Tool Exporting Your Displacement Map Using Morph Targets Defining a Morph Area Creating Morph Targets Editing Morph Targets Animating Morph Targets in the Model Room Animating Morph Targets in the Assemble Room Using Morph Targets on DAZ/Poser Figures Creating Figure Morph Targets Editing Figure Morph Targets Exporting Figure Morphs Importing Figure Morphs Vertex Modeling Techniques Carrara’s Construction Tools Extruding Cross-Sections Dynamic Extrusions Normal Extrusions Parallel Extrusions Irregular Extrusions Regular Extrusions Path Sweep Lathing with Polygon and Polyline Profiles Lofting with Polyline Cross-Sections Creating Organic Models Ruled Surface Coons Surface Gordon Surface Double Sweep Surface Using Boolean Operations Boolean Unions Boolean Intersections Intersection Surface 1 Intersects Volume 2 Surface 2 Intersects Volume 1 Surface 1 Intersects Surface 2 Boolean Subtractions Volume 2 Cut by Volume 1 Volume 1 Cut by Volume 2 Surface 1 Cut by Volume 2 Surface 2 Cut by Volume 1 All Parts All Parts of Object 2 All Parts of Object 1 Using the Cut Tool Shading Vertex Objects Creating Shading Domains on a Vertex Object Specifying an Object s Mapping Mode Setting a Predefined Mapping Setting a Custom Mapping Editing Custom UV Values The UV Editor 3D View The UV Editor 2D View The UV Editor Edit Panel The UV Editor Projection Panel The UV Editor Display Panel Spline Modeling Overview Spline Modeling Concepts Choosing a Spline Modeling Technique The Spline Modeling Window The Spline Modeler 3D View The Drawing Plane Cross-Section Planes The Sweep Path The Extrusion Envelope Setting Preferences for the Spline Modeler Opening the Spline Modeling Window Working with the Modeling Window Resizing the Modeling Box Changing Your Point of View Previewing Objects Spline Modeling Tools and Techniques Spline Modeling Tools and Techniques Creating Shapes and Objects Working on the Drawing Plane Inserting Primitive Shapes Drawing Shapes Editing Shapes Breaking Apart Text Objects Working with Shapes Importing 2D Shapes Grouping Shapes Scaling Shapes Moving Shapes Rotating Shapes Beveling Shapes Centering Selections Setting Object Properties Setting Surface Fidelity Working with Cross-Sections Creating and Removing Cross-Sections Generating Intermediate Cross-Sections Moving Among Cross-Sections Displaying Cross-Sections Centering Cross-Sections Compounding Shapes Filling and Emptying Cross-Sections Modeling with Multiple Cross-Sections Numbering Shapes Disconnecting Cross Sections Setting Skinning Options Twisting An Object Adding Bevels to a Cross-Section Working with the Sweep Path Drawing a Sweep Path in 3D Cross-Sections and the Sweep Path Translation vs. Pipeline Using Extrusion Presets Working with Spirals The Torus Extrusion Preset Using the Extrusion Envelope Understanding the Envelope How the Envelope Relates to the Sweep Path How the Envelope Relates to Cross-Sections Using the Envelope Lathing Lathing with the Extrusion Envelope Lathing with a Circular Sweep Path Metaball Modeling The Metaball Modeling Window The Metaball Modeler s 3D View The Ghost Menu Setting Preferences for the Metaball Modeler Opening the Metaball Modeling Window Working with the Modeling Window Changing the Drawing Plane Changing Your Point of View Previewing Objects Creating Metaball Objects Inserting Blob Primitives Selecting Blobs Moving Blobs Resizing Blobs Rotating Blobs Duplicating Blobs Blending Blobs Setting Surface Fidelity Putting It AllTogether Arranging Objects Adding and Deleting Objects Hiding and Showing Objects Selecting Objects Selecting with the Manipulator Tools Selecting Objects in the Hierarchy Moving the Hot Point Dragging the Hot Point Moving the Hot Point Numerically Centering the Hot Point Viewing and Setting Object Properties Naming Objects Arranging and Scaling Objects Numerically Mirroring an Object s Orientation Positioning Objects Dragging Objects Moving Objects with the Manipulators Centering Objects in the Universe Nudging with the Keyboard Scaling Objects Scaling an Object by Dragging Scaling an Object with the Manipulators Rotating Objects Using the Manipulators to Rotate Arranging Objects with Constraints Arranging Objects Without Modifying its Children Aiming Cameras and Lights Aligning Objects Working with Objects Jumping into Groups and Editing Objects Editing an Object in a Different Modeler Building a Hierarchical Structure Navigating the Hierarchy Changing the Structure Groups and Links Grouping Objects Opening and Closing Groups Group Bounding Boxes Jumping In and Out Linking Objects Applying Constraint Properties Types of Constraints Setting Constraint Controls Controlling Constraints Directly Building Chains of Constraints Collision Detection Working with Master Objects Creating an Instance of a Master Object Objects and Masters in the Hierarchy Editing an Instance Master Object Operations Changing an Object s Symmetry The Symmetry Plane Splitting Objects Duplicating Objects Replicating Objects The Replicator The Surface Replicator Using the Replicators Using the Counter Modifiers Applying Modifiers Applying Modifiers in the Model Room Controlling a Modifier Directly Bend and Twist Bulge Explode Formula Punch Stretch Basic Deformations Offset Rotate Scale Shatter Shear Taper Complex Deformations Atomize Black Hole Dissolve Spherical Morph Spike Warp Behavior Modifiers Bounce Point At Shake Spin Track Waves Circular Wave Linear Wave Wave Smart Pack Morpher Noise Deformer Using Formulas in Carrara Creating Formula Objects Creating Formula Items Formula Controls Editing Formulas Formula Operators Constants Animatable Input Parameters Variables Using Scene Effects Ambient Atmosphere Cloudy Fog Distance Fog Realistic Sky Using the Realistic Sky Atmosphere Editor Sky Using the Sky Atmosphere Editor Backgrounds and Backdrops None Bi Gradient Controls Color Controls Formula Controls HDRI Controls Map Controls Movie Controls Flash Controls Casting Shadows on Background Objects Adding Sound to Your Scene Setting Cameras Cameras for Viewing and Rendering Creating and Setting Cameras Creating a Camera Setting Camera Properties Carrara s Cameras The Conical Camera Conical Camera Lenses Distortions of the Conical Camera The Isometric Camera The Spherical Camera Working with Multiple Cameras Changing Views Selecting a Camera Positioning and Aiming Cameras Camera Navigation Tracking Dollying Panning Banking Pointing a Camera at an Object The Point At Command The Point At Modifier Controlling a Camera Directly Saving and Using Camera Positions Cameras and Rendering The Camera s Field of View Viewing the Production Frame Setting the Production Frame Safe Area Using the Depth of Field Effect Setting Lights Lighting Concepts Three-Point Lighting Other Lighting Arrangements Working with Lights Setting Light Properties Setting Common Light Characteristics Viewing Lighting Effects Carrara’s Light Types Anything Glows Bulb Lights Distant Lights Moon Light Shape Lights Spot Lights Sun Light Tube Lights Setting up Environmental Lighting Setting Master Lights Characteristics Shadow Options Enabling and Disabling Shadows on Objects Raytraced Shadows Shadow Buffers Positioning and Aiming Lights Positioning Lights by Dragging Pointing a Light at an Object The Point At Command The Point At Modifier Controlling Lights Directly Using Gels Blinds Options Formula Options Gradient Options Map Options Light Effects Using the Preview CrossScreen Glow Nebula Pulsator Stars VarioCross Light Cone Light Sphere Lens Flare Working with Shaders Shading Thinking about Textures as Shaders What are Shaders? How Shaders Work Master Shaders The Object Surface Shading Domains The Texture Room The Shader Tree Editor Previewing the Shader Navigation in the Tree Wizard Multiple Editors Shader Preview Window Layer Tools Managing Shaders Previewing Shading Learning from Existing Shaders Shading Objects Shading an Entire Object Shading Part of an Object Objects with Multiple Shading Domains Layer Shaders Using Layer Shader Tools Working with Layers Layering How Layer Shaders Interact Editing Layer Shaders Mapping Shaders Texture Maps More on Master Shaders Modifying the Default Shader for a Scene Creating and Editing Shader Trees Shader Structure and Content Shader Tree Shader Channels Shader Components Basic Components Operators Function Components Lighting Models Mapping Components Layers List Component Layer Components Reference Shader Component Multi-Channel Shader Multi-Channel Mixer Shader Using Other Components as Functions Building and Editing Shaders Editing Master Shader Names Navigating the Shader Tree Editing the Shader Tree Shader Recipes Chrome Ice Pine Beach Ball Shader Channels Reference Color Alpha Texture Map with Alpha Channel Highlight and Shininess Bump Reflection Transparency Refraction Glow Subsurface Scattering Displacement Mapping Using Subdivision with Displacement Shaders Using Texture Maps for Displacement Shader Transforms Shader Components Reference Color Pickers CMYK Sliders Color Mixer HLS Wheel Lab Sliders RGB Sliders RGB Wheel Web Colors Choosing Components Common Shader Components None Color Color Gradient Flash Shader Index of Refraction Single Channel Texture Map Using Color Images as Texture Maps Black & White and Grayscale Images as Texture Maps Value Operators Add (+) Curve Filter Mixer Multiply (*) Overlay Subtract (-) Functions Pattern Functions Bricks Caution Checkers (and Stripes) Formula Gradient Plank Shader Psychedelic Scanlines Spherical Gradient Squares Tile Wires Natural Functions Cellular Fire Lumber Yard Marble Snow Spots Water Ripples Water Waves Wood Terrain Distribution Projection Mapping Cylindrical and Spherical Mapping Shader Flat Mapping Shader Parametric Mapping Environment Functions Slope Elevation Noise Functions Fractal Noise Noise Noise Factory Turbulence Hair Layer Components Animating Animating What is Animation? Animatable Properties Steps to Creating an Animation Animation Principles Simplifying Your Scenes Motion and Timing Principles Squash and Stretch Lag and Overlap Arc vs. Straight-Line Movement Secondary Motion Anticipation and Follow-through Exaggeration Timing Compression Key Frame Animation Tweeners Animation Features of the Sequencer Tray Hierarchy List Collapsing/Expanding the Hierarchy Displaying Specific Time Lines in the Hierarchy List Frame Rate Selector Time Information Allocated Time Elements of the Time Line The Time Ruler The Current Time Bar Time Scale and Frame Rate Key Frames and Tweeners in the Sequencer Tray Key Frames and Tweener Markers on the Time Line Key Frames and the Hierarchy Overlapping Key Frame Markers Animation Preview Controls Animation Preview Tips Storyboarding Features of the Storyboard Room Working with Key Frames and Tweeners Changing the Number of Key Frames Changing Frames per Second Displayed Changing the Camera Creating Explicit Key Frames Adding Key Frames Editing the Time Line Editing Key Frames Deleting Key Frame Markers Changing the Timing of Key Frames Duplicating Key Frames Nudging Key Frame Markers Stretching a Series of Key Frames over Time Key Frame Actions Using Tweeners What is a Tweener? Applying the Tweener Bezier Tweener Discrete Tweener Formula Tweener Linear Tweener Noise Tweener Oscillate Tweener Spline Tweener Graph Editor Mini-graph Editor Graph Editor Editing Key Frames in the Graph Editor Editing Tangents Tangent Presets Half-tangents Editing Tangents Control Points Notes on Tangents Additional Animation Features Animation Techniques Explicit Motion Method Animating with Rotation Duplicating Relative Motion with Groups Rotoscoping Synchronizing Movie Frames with Animation and Looping Motion Paths Creating Motion Paths Moving the Motion Path Modifying Motion Paths Editing Points Banking and Aligning Objects Motion Path Coordinate System Non-Linear Animation Creating an Animation Group Track and Clip Menu Commands Using NLA Tracks Adding NLA Animation Tracks Animation Track Properties Using NLA Clips Creating Editable Clips Adding Animation to Editable Clips Clip Properties Creating Master Clips Using Existing Master Clips Blending Animation Clips Physics Physics and Key Frames About Key Frames in Physics Applying Physics to an Object Physics Controls Physics Effects Adding Forces to the Scene Units of Measurement for Forces Directional Force and Effects Point Force and Effects Damping Force and Effects Torque Force and Effects Flow Force and Effects Physics Settings Animating in Other Rooms Animating an Object s Shape Animating an Object s Shape Animating Vertex Objects Animating Metaball Objects Animating Environmental Primitives Animating Object Motion Cloaking an Object Animating Shaders Animating Shaders with the Multi-Channel Mixer Rotoscoping in Non-Color Shader Channels Animating with Modifiers Types of Modifiers Character Animation Working with Bones The Bone Tool Selecting a Bone Changing the Size of a Bone Working with Joints Orienting Joints Automatically Orienting a Joint Manually Working with Skeletons Attaching a Skeleton Detaching a Skeleton Restoring Bones to Their Original Positions Inverse Kinematics Tracking an Object IK Terminators IK Chains Representation of IK Chains Limitations of IK Chains IK Target Editing the Bones Influences Using the Weight Painting Tool Editing the Influences with the Weight Painting Tool Weight Painting on DAZ/Poser Figures Saving Modified Weight Maps Loading Modified Weight Maps Editing the Influences Over One or Many Vertices Examples of Influence Dynamic Hair and Fur About Dynamic Hair Step 1 Add Hair to an Object Managing Density Maps Step 2 Create Hair Groups and Grow Regions Adding Hair to Selected Shading Domains Adding Hair to Selected Shading Domains Step 3 Assign General Hair Properties Setting Hair Length, Thickness, and Rendering Quality Naming, Hiding, and Showing Hair Groups Controlling Hair Segments and Hair Count Guide Hairs Options Parting and Grouping Hair The Hair Toolbar and Tool Tab Symmetrical Hair Styling Common Tool Settings Density Add Tool and Density Remove Tool Density Paint Tool Hair Length Tool Brush Tool Screen Mode Options Surface Mode Options Straighten Tool Screen Mode Options Surface Mode Options Selection Mode Options Hair Cut Tool Push Tool Smooth Tool Curl Tool Clump Tool Reset Shape Even Hair Segments Drape Symmetrize Paint Selection Tool Add Guide Hair Tool Remove Guide Hair Tool Dynamics Tab Dynamics Properties Simulation Forces Assemble Room Hair Properties General Properties Hair Properties Using Hair Shaders and Presets Controlling Hair Color with Shaders Styling Hair with Shaders Creating Hair on a Human Figure Rendering Rendering About Rendering Steps Before You Render Using the Render Room The Render Tray Batch List Current Scene Selections Batch Queue Selections The Image Window The Properties Tray Rendering the Current Scene Rendering from a Batch List Rendering Preferences Network Rendering Setting up a Network Rendering on a Network Troubleshooting Network Rendering Using Post Render Filters Rendering with an Aura Rendering with Glare Motion Blur Using Motion Blur Vector and 3D Motion Blur Motion Blur at time 0 Cartoon Rendering Getting started with Toon! Rendering Effects The Rendering Procedure Enhancing the Rendering Speeding up Rendering Computer System Optimization Selecting Output Settings Image Size Rendering Camera File Format The Alpha Channel Name File G-Buffers G-Buffer Options Choosing Movie Compression Settings Macintosh Compression Options AVI Compression Options Rendering Statistics Scene Info Rendering Progress Animation Progress Renderer Statistics Rendering Engines Draft Renderer Photorealistic Renderer Ray Tracing Settings Gamma Correction Global Illumination Sky Light Indirect Lighting Ambient Occlusion Area Light Sources Irradiance Maps Load/Save Irradiance Maps Settings Troubleshooting Global Illumination Speeding up Global Illumination Caustics Overview Settings Misc Settings Non-Photorealistic Renderer Overview Basic Concepts NPR Parameters Global Parameters Layer Parameters Appendix Glossary Tutorials Setting up Your Workspace Creating a New Tree Tutorial Aligning Objects Tutorial Duplicating Objects Tutorial Compound Shapes Tutorial Twisting Tutorial Bevel Tutorial Drawing a Sweep Path in 3D Tutorial Spirals Tutorial Working with a Circular Sweep Path Tutorial Using Negative and Positive Blobs Tutorial Create a Teddy Bear Tutorial Overlay Tutorial Environment Tutorial Grouping Tutorial Creating a Motion Path Tutorial Applying a Force to an Object Tutorial Animating Shaders Tutorial Character Animation リンク @wiki @wikiご利用ガイド 更新履歴 取得中です。
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オプションの説明文は自動的に折り返し処理が行われないため、適当な間隔で半角スペースを挟んでいます。 また、最後の行だけは[br]を使って手動で改行してください。最終行の直前が半角スペースのとき行頭が一文字消えて表示される現象が発生しました。 LANGUAGE CATEGORY Name="Global" Entry Name="Warning" 注意 /Entry Entry Name="Yes" はい /Entry Entry Name="No" いいえ /Entry Entry Name="OK" OK /Entry Entry Name="Cancel" キャンセル /Entry Entry Name="None" 無し /Entry Entry Name="Saving" セーブ中 /Entry Entry Name="Loading" ロード中 /Entry /CATEGORY CATEGORY Name="Menu" Entry Name="Continue" 続きから /Entry Entry Name="NewGame" 最初からゲームを開始 /Entry Entry Name="LoadGame" ロードゲーム /Entry Entry Name="Options" オプション /Entry Entry Name="Mods" カスタムストーリー /Entry Entry Name="Exit" 終了 /Entry Entry Name="Options_Game" ゲーム /Entry Entry Name="Options_Controls" コントロール /Entry Entry Name="Options_KeyboardMouse" キーボードとマウス /Entry Entry Name="Options_Gamepad" ゲームパッド /Entry Entry Name="Options_GamepadPS4" コントローラー /Entry Entry Name="Options_Display" ディスプレイ /Entry Entry Name="Options_Graphics" グラフィック /Entry Entry Name="Options_Gamma" ガンマ設定 /Entry Entry Name="Options_Audio" オーディオ /Entry Entry Name="Options_Accessibility" アクセシビリティ /Entry Entry Name="Options_Debug" デバッグ /Entry Entry Name="Back" 戻る /Entry Entry Name="ReturnToGame" ゲームに戻る /Entry Entry Name="SaveAndExit" セーブして終了 /Entry Entry Name="Controls" コントロール /Entry Entry Name="Video" ビデオ /Entry Entry Name="Audio" 音声 /Entry Entry Name="Input" 入力 /Entry Entry Name="Gamma" ガンマ /Entry Entry Name="Advanced" 高度 /Entry Entry Name="MouseSens" マウス感度 /Entry Entry Name="MouseSens_Info" マウスで周囲を見回す速度を[br]調節します。 /Entry Entry Name="InvertMouseY" マウスのY軸を反転 /Entry Entry Name="InvertMouseY_Info" マウスを上に動かした場合、[br]カメラを下に向けるようにします。 /Entry Entry Name="SmoothMouse" マウスを滑らかに /Entry Entry Name="SmoothMouse_Info" マウスの精度に問題がある場合は 有効にします。 /Entry Entry Name="GamepadPreset" プリセット /Entry Entry Name="GamepadPreset1" クラッシック /Entry Entry Name="GamepadPreset2" モダン /Entry Entry Name="GamepadPreset3" ALT /Entry Entry Name="GamepadSens" コントローラー感度 /Entry Entry Name="GamepadSens_Info" ゲームパッドのスティックで[br]周囲を見渡す速度を調節します。 /Entry Entry Name="GamepadSens_PS4" ワイヤレスコントローラー感度 /Entry Entry Name="GamepadSens_PS4_Info" ワイヤレスコントローラーの 右スティックで[br]周囲を見渡す速度を調節します。 /Entry Entry Name="GamepadSens_XBO" コントローラー感度 /Entry Entry Name="GamepadSens_XBO_Info" ゲームパッドのスティックで[br]周囲を見渡す速度を調節します。 /Entry Entry Name="InvertGamepadY" コントローラーのY軸を反転 /Entry Entry Name="InvertGamepadY_Info" スティックを押し上げると[br]カメラが下がるようになります。 /Entry Entry Name="InvertGamepadY_PS4" Y軸を反転 /Entry Entry Name="InvertGamepadY_PS4_Info" スティックを押し上げると[br]カメラが下がるようになります。 /Entry Entry Name="InvertGamepadY_XBO" コントローラーのY軸を反転 /Entry Entry Name="InvertGamepadY_XBO_Info" スティックを押し上げると[br]カメラが下がるようになります。 /Entry Entry Name="PadVibration" 振動 /Entry Entry Name="PadVibration_Info" コントローラーの[br]振動のON/OFFを切り替えます。 /Entry Entry Name="PadVibration_PS4" 振動 /Entry Entry Name="PadVibration_PS4_Info" 振動のON/OFFを切り替えます。 /Entry Entry Name="DetectSettings" 最適な設定を検出 /Entry Entry Name="DetectSettingsPrompt" 現在の設定が上書きされます。続けますか? /Entry Entry Name="Resolution" 解像度 /Entry Entry Name="Resolution_Info" 表示解像度を変更します。 フルスクリーンモードでは、 画面の元々の解像度を使用することを お勧めします。[br][br]GPU性能に影響します。 /Entry Entry Name="ResolutionScale" 解像度スケール /Entry Entry Name="ResolutionScale_Info" UIと比較した3Dシーンの 解像度を変更します。 元々の解像度で パフォーマンスに問題がある場合は、 この値を下げてください。[br][br]GPU性能に影響します。 /Entry Entry Name="DynamicResolution" 動的解像度 /Entry Entry Name="DynamicResolution_Info" フレームレートが低下した場合、 自動的に解像度を下げます。[br][br]GPU性能を大幅に向上させます。 /Entry Entry Name="DisplayMode" ディスプレイモード /Entry Entry Name="DisplayMode_Info" ゲーム画面の表示方法を変更します。[br][br]フルスクリーンモード 画面全体をカバーします。[br]ウィンドウ 別ウィンドウで表示されます。[br]ボーダーレス ボーダーレスウィンドウで[br]表示されます。 /Entry Entry Name="Fullscreen" フルスクリーン /Entry Entry Name="Windowed" ウィンドウ /Entry Entry Name="Borderless" ボーダーレス /Entry Entry Name="VSync" V-Sync /Entry Entry Name="VSync_Info" 画面テアリングは解消されますが、[br]ラグが発生する可能性があります。 /Entry Entry Name="Adaptive" 適応性 /Entry Entry Name="UpdateRate" フレームレート /Entry Entry Name="UpdateRate_Info" ゲームが合わせようとする フレームレートです。 これを下げると、 より安定した[br]パフォーマンスが得られます。 /Entry Entry Name="AllowSlowdowns" 滑らかなフレームレート /Entry Entry Name="AllowSlowdowns_Info" パフォーマンスが低下し始めると、 追いつかせるために[br]ゲームをスローダウンさせます。 /Entry Entry Name="FOV" 水平視野 /Entry Entry Name="FOV_Info" 水平方向の視野を調整します。[br][br]CPU性能に影響します。 /Entry Entry Name="AA" アンチエイリアス /Entry Entry Name="AA_Info" 最終的な画像から ギザギザのラインや 鋭いピクセルのエッジを除去します。[br][br]GPUの使用率に若干の影響を与えます。 /Entry Entry Name="FXAA" FXAA /Entry Entry Name="TextureQuality" テクスチャクオリティ /Entry !--Texture Quality-- Entry Name="TextureQuality_Info" ゲーム内のテクスチャーの 細かさをコントロールします。[br][br]VRAMの使用量に大きく影響します。 /Entry !--Controls how detailed the textures in the game are.[br][br]Greatly affects VRAM usage.-- Entry Name="TextureFiltering" テクスチャフィルタリング /Entry !--Texture Filter-- Entry Name="TextureFiltering_Info" テクスチャからのサンプリングに 使用される方法です。[br][br]バイリニア 最低品質[br]トライリニア 中品質[br]AF 異方性フィルタリング 最高品質[br][br]GPU性能に影響します。 /Entry !--Method used to sample from the textures.[br][br]Bilinear Lowest quality.[br]Trilinear Medium quality.[br]AF Highest quality.[br][br]Affects GPU performance.-- Entry Name="Bilinear" バイリニア /Entry Entry Name="Trilinear" トライリニア /Entry Entry Name="Anis2x" AFx2 /Entry Entry Name="Anis4x" AFx4 /Entry Entry Name="Anis8x" AFx8 /Entry Entry Name="Anis16x" AFx16 /Entry Entry Name="ShadowQuality" 影のクオリティ /Entry Entry Name="ShadowQuality_Info" ゲーム内の影の細かさを コントロールします。[br][br]CPU/GPU/VRAMの使用率に影響します。 /Entry Entry Name="DirShadowQuality" 太陽の影のクオリティ /Entry Entry Name="DirShadowQuality_Info" 太陽の影の細かさを コントロールします。[br][br]CPU/GPU/VRAMの使用率に影響します。 /Entry Entry Name="LanternShadows" ランタンの影 /Entry Entry Name="LanternShadows_Info" ランタンに影を つけられるようにします。[br][br]CPUとGPUの使用率に影響します。 /Entry Entry Name="Reflection" 反射 /Entry Entry Name="Reflection_Info" 水面に反射させます。[br][br]Off 反射はありません。[br]スタティック パフォーマンス向上のために ダイナミックオブジェクトを 省略したものです。[br]ダイナミック 全反射、[br]パフォーマンスに最も影響します。 /Entry Entry Name="Static" スタティック /Entry Entry Name="Dynamic" ダイナミック /Entry Entry Name="Refraction" 屈折 /Entry Entry Name="Refraction_Info" ガラスや液体を通過する光を 曲げることができます。[br][br]GPU性能に影響します。 /Entry Entry Name="SkinShading" スキンシェーディング /Entry Entry Name="SkinShading_Info" キャラクターやモンスターに リアルなスキンを 与えることができます。[br][br]GPUの性能に大きく影響します。 /Entry Entry Name="TerrainQuality" 地形クオリティ /Entry Entry Name="TerrainQuality_Info" 風景のテクスチャやジオメトリを どの程度詳細にするかを コントロールします。[br][br]GPU性能に影響します。 /Entry Entry Name="DepthOfField" 被写界深度 /Entry Entry Name="DepthOfField_Info" 被写界深度効果の質を コントロールします。 (カメラを自分に近づけたときに 遠くのものをぼかします)[br][br]GPU性能に大きく影響します。 /Entry Entry Name="SSAO" SSAO /Entry Entry Name="SSAO_Info" 近くにあるオブジェクトの 接触影を描画します。[br][br]GPU性能に影響します。 /Entry Entry Name="Bloom" ブルーム /Entry Entry Name="Bloom_Info" 画面の明るい部分に グローを描画します。[br][br]GPU性能に影響します。 /Entry Entry Name="Blur" ブラー /Entry Entry Name="Blur_Info" ブラー有効時の画面のぼやけ具合を コントロールします。[br][br]GPU性能に大きく影響します。 /Entry Entry Name="FilmGrain" フィルムグレイン /Entry Entry Name="FilmGrain_Info" 最終的な画像に少量の アニメーショングレインを追加し、 より風化した感じを与えます。[br][br]GPU性能に若干の影響を与えます。 /Entry Entry Name="Volume" 音量 /Entry Entry Name="Volume_Info" 音楽と効果音の音量です。 /Entry Entry Name="VolumeMaster" マスター音量 /Entry Entry Name="VolumeMaster_Info" すべての音の音量です。 /Entry Entry Name="VolumeMusic" 音楽の音量 /Entry Entry Name="VolumeMusic_Info" 音楽の音量です。 /Entry Entry Name="VolumeSound" サウンド音量 /Entry Entry Name="VolumeSound_Info" 効果音の音量です。 /Entry Entry Name="VolumeDialog" 台詞の音量 /Entry Entry Name="VolumeDialog_Info" 会話の音量です。 /Entry Entry Name="Subtitles" 字幕 /Entry !--Subtitles-- Entry Name="Subtitles_Info" 画面下部に字幕を表示します。 /Entry !--Draw subtitles at the bottom of the screen.-- Entry Name="SubtitleOptions" 字幕設定 /Entry !--SUBTITLE OPTIONS-- Entry Name="HearingAid" クローズドキャプション /Entry !--Closed Captions-- Entry Name="HearingAid_Info" セリフ以外の音も字幕に表示します。 聞き逃すこともある音情報を[br]文字で読むことができます。 /Entry !--Display extra information that might be hard to hear otherwise.-- Entry Name="AnimateSubtitles" 字幕の逐次表示 /Entry !--Animate-- Entry Name="AnimateSubtitles_Info" 字幕を一度に表示するのではなく、 先頭から順に[br]一文字ずつ表示するスタイルです。 /Entry !--Reveal subtitle text letter by letter.-- Entry Name="FadeSubtitlesOverDistance" 距離フェード /Entry !--Distance Fade-- Entry Name="FadeSubtitlesOverDistance_Info" 遠くの音の字幕を[br]半透明の色で表示します。 /Entry !--Fade out subtitles for distant sounds.-- Entry Name="SubtitleSize" 文字サイズ /Entry !--Font Size-- Entry Name="SubtitleSize_Info" 字幕に使われる文字の大きさです。 /Entry !--The size of the subtitles.-- Entry Name="SubtitleBGOpacity" 背景の不透明度 /Entry !--Background Opacity-- Entry Name="SubtitleBGOpacity_Info" 字幕の後ろに 半透明の黒い背景を表示します。 値を大きくすると[br]背景が濃く表示されます。 /Entry !--Draw a faded black rectangle behind the subtitles. A higher value makes the rectangle more visible.-- Entry Name="LargeFontOnUI" 大きなUIフォント /Entry Entry Name="LargeFontOnUI_Info" ジャーナルなど、 UIで 大きな フォントを 使用します 。 /Entry Entry Name="Small" 小さい /Entry Entry Name="Default" デフォルト /Entry Entry Name="Large" 大きい /Entry Entry Name="VeryLarge" とても大きい /Entry Entry Name="ApplyChanges" 変更を適用しますか? /Entry Entry Name="RestartRequired" 変更の適用には再起動が必要 /Entry Entry Name="KeepSettings" 現在の表示設定を適用しますか? /Entry Entry Name="ExitMessageBox" 本当に終了しますか? /Entry Entry Name="ExitToMenuMessageBox" 本当にメニューに戻りますか? /Entry Entry Name="ExitNoSaveToMenuMessageBox" 本当にセーブしないで終了しますか? /Entry Entry Name="OverwriteGame" 新しいゲームを開始すると、 「続きから」 でロードされるデータも 新しい方になります 。 続けますか? /Entry !--STARTING A NEW GAME WILL OVERWRITE YOUR LATEST SAVE. CONTINUE?-- Entry Name="LoadMessageBox" ロードしますか? /Entry !--LOAD GAME?-- Entry Name="AcceptGamma" 適用 /Entry Entry Name="VeryHigh" とても高い /Entry Entry Name="High" 高い /Entry Entry Name="Medium" 中 /Entry Entry Name="Low" 低い /Entry Entry Name="Off" OFF /Entry Entry Name="On" ON /Entry Entry Name="Yes" はい /Entry Entry Name="No" いいえ /Entry Entry Name="Ok" OK /Entry Entry Name="Accept" 決定 /Entry Entry Name="Cancel" 戻る /Entry Entry Name="Select" 選択 /Entry Entry Name="GammaInstructions0" ガンマを高く設定し、Oが見えてXが消えるまで下げてください。 /Entry Entry Name="Gameplay" ゲーム /Entry Entry Name="ShowHints" ヒント /Entry Entry Name="ShowHints_Info" ゲームプレイのヒントを 表示するかしないかを設定します。 初回プレイ時にはヒントを[br]表示することをお勧めします。 /Entry Entry Name="Language" 言語 /Entry Entry Name="Language_Info" テキストや字幕の言語を変更します。 /Entry Entry Name="PressAnyKey" 任意のキーを押してください /Entry Entry Name="PressUpGamepad" スティックを押し上げてください /Entry Entry Name="PressRightGamepad" 右スティックを振ってください。 /Entry Entry Name="Keybind" キーバインド /Entry Entry Name="ResetToDefault" デフォルトに戻す /Entry Entry Name="ResetToDefaultMessage" デフォルトに戻しますか? /Entry Entry Name="MouseOptions" マウス設定 /Entry Entry Name="GamepadOptions" コントローラー設定 /Entry Entry Name="GamepadOptions_PS4" コントローラー設定 /Entry Entry Name="GamepadOptions_XBO" コントローラー設定 /Entry Entry Name="GamepadMapping" コントローラマッピング /Entry Entry Name="GamepadMapping_PS4" ワイヤレスコントローラマッピング /Entry Entry Name="GamepadMapping_XBO" コントローラマッピング /Entry Entry Name="CustomPad" カスタムキーバインド /Entry Entry Name="DuplicateKeys" 同じキーが複数のアクションにバインドされています。続けますか? /Entry Entry Name="PressX" 続けるにはXを押してください。 /Entry Entry Name="Start" 開始 /Entry Entry Name="Delete" 削除 /Entry Entry Name="ScreenDisortion" ビデオディストーション効果 /Entry Entry Name="ScreenDisortion_Info" 吐き気を誘発する エフェクトを[br]有効または無効にします。 /Entry Entry Name="FearShake" 恐怖の手振れ /Entry Entry Name="FearShake_Info" Tasiが怖がっているときに起こる 手ブレのエフェクトを[br]オン/オフする。 /Entry Entry Name="CrosshairSimple" シンプルなインタラクションアイコン /Entry Entry Name="CrosshairSimple_Info" 細かいインタラクションアイコン を表示する代わりに、[br]シンプルなドットを表示します。 /Entry Entry Name="SpeakerType" スピーカーの種類 /Entry Entry Name="SmallTV" 小型テレビ /Entry Entry Name="MediumTV" 中型テレビ /Entry Entry Name="HomeCinema" ホームシネマ /Entry Entry Name="Headphones" ヘッドホン /Entry Entry Name="RemotePlay" 遠隔プレイ /Entry Entry Name="NightMode" ナイトモード /Entry Entry Name="CrossHairStyle" 十字キースタイル /Entry Entry Name="CrossHairDetailed" 詳細インタラクションアイコン /Entry Entry Name="AutoDetect" 自動検出設定 /Entry Entry Name="PlayGoInstructions" ゲームのダウンロードが終了するまで、それ以上進むことはできません。 /Entry Entry Name="OutOfDate" お使いのグラフィックドライバが古いようです。最適なパフォーマンスを得るためにドライバを更新してください。 /Entry Entry Name="DebugOptions" デバッグオプション /Entry Entry Name="Profiler" プロファイラー /Entry Entry Name="Display" ディスプレイ /Entry Entry Name="Rendering" レンダリング /Entry Entry Name="PostEffect" ポストエフェクト /Entry Entry Name="ClassicMode" オリジナルモード /Entry Entry Name="AdventureMode" アドベンチャーモード /Entry /CATEGORY CATEGORY Name="LoadGame" Entry Name="LoadGameTitle" ロードゲーム /Entry Entry Name="NoGame" ロードするゲームがありません /Entry Entry Name="LoadGameMessage" セーブしたゲームをロードしますか? /Entry Entry Name="CRC" ロード失敗 コラプトファイル /Entry Entry Name="Corrupt" ロード失敗 コラプトファイル /Entry Entry Name="Version" ロード失敗 無効バージョン /Entry Entry Name="NoFile" ロード失敗 セーブデータが見付かりません /Entry Entry Name="NoMap" ロード失敗 マップが見つかりません /Entry Entry Name="DeleteSave" セーブデータが削除されました /Entry Entry Name="DeleteProfile" プロファイルが削除されました /Entry Entry Name="Ok" OK /Entry /CATEGORY CATEGORY Name="KeyConfig" Entry Name="KeyConfigTitle" キーコンフィグ /Entry Entry Name="Category" カテゴリー /Entry Entry Name="Movement" ムーブメント /Entry Entry Name="Actions" アクション /Entry Entry Name="Misc" その他 /Entry Entry Name="HeaderAction" アクション /Entry Entry Name="HeaderPrimary" プライマリー /Entry Entry Name="HeaderSecondary" セカンダリー /Entry Entry Name="SetDefault" デフォルトキーの設定 /Entry Entry Name="LoadDefaultsMessage" デフォルトキーをロードしてもよろしいですか? /Entry Entry Name="InvalidInputMessage" コントロールの設定が重複しています。本当にそのままで良いのでしょうか? /Entry Entry Name="ControllerDisconnected" コントローラーが切断されました、再接続してください。 /Entry Entry Name="ControllerDisconnected_PS4" ワイヤレスコントローラーが切断されたので、再接続してください。 /Entry Entry Name="ControllerDisconnected_XBO" コントローラーが切断されました、再接続してください。 /Entry /CATEGORY CATEGORY Name="ButtonNames" Entry Name="BackSpace" BackSpace /Entry Entry Name="Tab" Tab /Entry Entry Name="Clear" Clear /Entry Entry Name="Return" Enter /Entry Entry Name="Pause" Pause /Entry Entry Name="Escape" Esc /Entry Entry Name="Space" スペース /Entry Entry Name="Exclaim" ! /Entry Entry Name="DblQoute" quot; /Entry Entry Name="Hash" # /Entry Entry Name="Dollar" $ /Entry Entry Name="Ampersand" amp; /Entry Entry Name="Quote" apos; /Entry Entry Name="LeftParent" ( /Entry Entry Name="RightParent" ) /Entry Entry Name="Asterisk" * /Entry Entry Name="Comma" , /Entry Entry Name="Slash" / /Entry Entry Name="Colon" /Entry Entry Name="SemiColon" ; /Entry Entry Name="Less" lt; /Entry Entry Name="Greater" gt; /Entry Entry Name="Question" ? /Entry Entry Name="At" @ /Entry Entry Name="LeftBracket" [ /Entry Entry Name="BackSlash" \ /Entry Entry Name="RightBracket" ] /Entry Entry Name="Caret" ^ /Entry Entry Name="Underscore" _ /Entry Entry Name="BackQuote" ` /Entry Entry Name="A" A /Entry Entry Name="B" B /Entry Entry Name="C" C /Entry Entry Name="D" D /Entry Entry Name="E" E /Entry Entry Name="F" F /Entry Entry Name="G" G /Entry Entry Name="H" H /Entry Entry Name="I" I /Entry Entry Name="J" J /Entry Entry Name="K" K /Entry Entry Name="L" L /Entry Entry Name="M" M /Entry Entry Name="N" N /Entry Entry Name="O" O /Entry Entry Name="P" P /Entry Entry Name="Q" Q /Entry Entry Name="R" R /Entry Entry Name="S" S /Entry Entry Name="T" T /Entry Entry Name="U" U /Entry Entry Name="V" V /Entry Entry Name="W" W /Entry Entry Name="X" X /Entry Entry Name="Y" Y /Entry Entry Name="Z" Z /Entry Entry Name="0" 0 /Entry Entry Name="1" 1 /Entry Entry Name="2" 2 /Entry Entry Name="3" 3 /Entry Entry Name="4" 4 /Entry Entry Name="5" 5 /Entry Entry Name="6" 6 /Entry Entry Name="7" 7 /Entry Entry Name="8" 8 /Entry Entry Name="9" 9 /Entry Entry Name="10" 10 /Entry Entry Name="11" 11 /Entry Entry Name="12" 12 /Entry Entry Name="13" 13 /Entry Entry Name="14" 14 /Entry Entry Name="15" 15 /Entry Entry Name="16" 16 /Entry Entry Name="17" 17 /Entry Entry Name="18" 18 /Entry Entry Name="19" 19 /Entry Entry Name="20" 20 /Entry Entry Name="21" 21 /Entry Entry Name="22" 22 /Entry Entry Name="23" 23 /Entry Entry Name="24" 24 /Entry Entry Name="25" 25 /Entry Entry Name="26" 26 /Entry Entry Name="27" 27 /Entry Entry Name="28" 28 /Entry Entry Name="29" 29 /Entry Entry Name="KP_0" NumPad 0 /Entry Entry Name="KP_1" NumPad 1 /Entry Entry Name="KP_2" NumPad 2 /Entry Entry Name="KP_3" NumPad 3 /Entry Entry Name="KP_4" NumPad 4 /Entry Entry Name="KP_5" NumPad 5 /Entry Entry Name="KP_6" NumPad 6 /Entry Entry Name="KP_7" NumPad 7 /Entry Entry Name="KP_8" NumPad 8 /Entry Entry Name="KP_9" NumPad 9 /Entry Entry Name="Delete" Delete /Entry Entry Name="Period" . /Entry Entry Name="Divide" Divide /Entry Entry Name="Multiply" Multiply /Entry Entry Name="Minus" - /Entry Entry Name="Plus" + /Entry Entry Name="Enter" Enter /Entry Entry Name="Equals" = /Entry Entry Name="Up" 方向キー上 /Entry Entry Name="Down" 方向キー下 /Entry Entry Name="Right" 方向キー右 /Entry Entry Name="Left" 方向キー左 /Entry Entry Name="Insert" Insert /Entry Entry Name="Home" Home /Entry Entry Name="End" End /Entry Entry Name="PageUp" PageUp /Entry Entry Name="PageDown" PageDown /Entry Entry Name="NumLock" NumLock /Entry Entry Name="CapsLock" CapsLock /Entry Entry Name="ScrollLock" ScrollLock /Entry Entry Name="RightShift" 右Shift /Entry Entry Name="LeftShift" 左Shift /Entry Entry Name="RightControl" 右Ctrl /Entry Entry Name="RightAlt" 右Alt /Entry Entry Name="LeftAlt" 左Alt /Entry Entry Name="RightMeta" 右Meta /Entry Entry Name="LeftMeta" 左Meta /Entry Entry Name="LeftSuper" 左Super /Entry Entry Name="RightSuper" 右Super /Entry Entry Name="Mode" Mode /Entry Entry Name="Help" Help /Entry Entry Name="Print" PrintScreen /Entry Entry Name="SysReq" SysReq /Entry Entry Name="Break" Break /Entry Entry Name="Menu" Menu /Entry Entry Name="Power" Power /Entry Entry Name="Euro" Euro /Entry Entry Name="None" None /Entry Entry Name="LeftMouse" 左クリック /Entry Entry Name="MiddleMouse" ホイールクリック /Entry Entry Name="RightMouse" 右クリック /Entry Entry Name="WheelUp" ホイール上 /Entry Entry Name="WheelDown" ホイール下 /Entry Entry Name="Mouse6" 戻る(マウスサイドボタン) /Entry Entry Name="Mouse7" 進む(マウスサイドボタン) /Entry Entry Name="LeftControl" 左Ctrl /Entry Entry Name="KP_Period" NumPad . /Entry Entry Name="KP_Divide" NumPad / /Entry Entry Name="KP_Multiply" NumPad * /Entry Entry Name="KP_Minus" NumPad - /Entry Entry Name="KP_Plus" NumPad + /Entry Entry Name="KP_Enter" NumPad Enter /Entry Entry Name="KP_Equals" NumPad = /Entry Entry Name="F1" F1 /Entry Entry Name="F2" F2 /Entry Entry Name="F3" F3 /Entry Entry Name="F4" F4 /Entry Entry Name="F5" F5 /Entry Entry Name="F6" F6 /Entry Entry Name="F7" F7 /Entry Entry Name="F8" F8 /Entry Entry Name="F9" F9 /Entry Entry Name="F10" F10 /Entry Entry Name="F11" F11 /Entry Entry Name="F12" F12 /Entry Entry Name="F13" F13 /Entry Entry Name="F14" F14 /Entry Entry Name="F15" F15 /Entry Entry Name="Button.0" Button 0 /Entry Entry Name="Button.1" Button 1 /Entry Entry Name="Button.2" Button 2 /Entry Entry Name="Button.3" Button 3 /Entry Entry Name="Button.4" Button 4 /Entry Entry Name="Button.5" Button 5 /Entry Entry Name="Button.6" Button 6 /Entry Entry Name="Button.7" Button 7 /Entry Entry Name="Button.8" Button 8 /Entry Entry Name="Button.9" Button 9 /Entry Entry Name="Button.10" Button 10 /Entry Entry Name="Button.11" Button 11 /Entry Entry Name="Button.12" Button 12 /Entry Entry Name="Button.13" Button 13 /Entry Entry Name="Button.14" Button 14 /Entry Entry Name="Button.15" Button 15 /Entry Entry Name="Button.16" Button 16 /Entry Entry Name="Button.17" Button 17 /Entry Entry Name="Button.18" Button 18 /Entry Entry Name="Button.19" Button 19 /Entry Entry Name="Button.20" Button 20 /Entry Entry Name="Button.21" Button 21 /Entry Entry Name="Button.22" Button 22 /Entry Entry Name="Button.23" Button 23 /Entry Entry Name="Button.24" Button 24 /Entry Entry Name="Button.25" Button 25 /Entry Entry Name="Button.26" Button 26 /Entry Entry Name="Button.27" Button 27 /Entry Entry Name="Button.28" Button 28 /Entry Entry Name="Button.29" Button 29 /Entry Entry Name="Axis.0.Positive" Axis 0+ /Entry Entry Name="Axis.0.Negative" Axis 0- /Entry Entry Name="Axis.1.Positive" Axis 1+ /Entry Entry Name="Axis.1.Negative" Axis 1- /Entry Entry Name="Axis.2.Positive" Axis 2+ /Entry Entry Name="Axis.2.Negative" Axis 2- /Entry Entry Name="Axis.3.Positive" Axis 3+ /Entry Entry Name="Axis.3.Negative" Axis 3- /Entry Entry Name="Axis.4.Positive" Axis 4+ /Entry Entry Name="Axis.4.Negative" Axis 4- /Entry Entry Name="Axis.5.Positive" Axis 5+ /Entry Entry Name="Axis.5.Negative" Axis 5- /Entry Entry Name="Axis.6.Positive" Axis 6+ /Entry Entry Name="Axis.6.Negative" Axis 6- /Entry Entry Name="Axis.7.Positive" Axis 7+ /Entry Entry Name="Axis.7.Negative" Axis 7- /Entry Entry Name="Axis.8.Positive" Axis 8+ /Entry Entry Name="Axis.8.Negative" Axis 8- /Entry Entry Name="Axis.9.Positive" Axis 9+ /Entry Entry Name="Axis.9.Negative" Axis 9- /Entry Entry Name="Stick.0" Stick 0 /Entry Entry Name="Stick.1" Stick 1 /Entry Entry Name="Stick.2" Stick 2 /Entry Entry Name="Stick.3" Stick 3 /Entry Entry Name="Stick.4" Stick 4 /Entry Entry Name="Stick.5" Stick 5 /Entry Entry Name="Stick.6" Stick 6 /Entry Entry Name="Stick.7" Stick 7 /Entry Entry Name="Stick.8" Stick 8 /Entry Entry Name="Stick.9" Stick 9 /Entry /CATEGORY CATEGORY Name="Actions" Entry Name="Forward" 前進 /Entry Entry Name="Backward" 後退 /Entry Entry Name="Right" 右に移動 /Entry Entry Name="Left" 左に移動 /Entry Entry Name="LeanRight" 頭を右に傾ける /Entry Entry Name="LeanLeft" 頭を左に傾ける /Entry Entry Name="AnalogLean" アナログ・リーン /Entry Entry Name="Run" 走る /Entry Entry Name="Crouch" 屈む /Entry Entry Name="Jump" ジャンプ /Entry Entry Name="Attack" 投げる /Entry Entry Name="Interact" つかむ/さわる /Entry Entry Name="InteractCancel" つかんでいるものを放す /Entry Entry Name="Throw" 投げる /Entry Entry Name="Examine" 調べる /Entry Entry Name="InteractRotate" 回転 /Entry Entry Name="Flashlight" ランタンを使う /Entry Entry Name="Match" マッチを使う /Entry Entry Name="Amulet" アミュレットを使う /Entry Entry Name="CheckBaby" 腹部チェック /Entry Entry Name="OpenInventory" インベントリ /Entry Entry Name="OpenInventoryAlt" インベントリ /Entry Entry Name="OpenIdeas" 記憶タブを開く /Entry Entry Name="OpenNotes" ノートタブを開く /Entry Entry Name="OpenMemories" 思い出タブを開く /Entry Entry Name="OpenAlys" Alysのタブを開く /Entry Entry Name="ShowText" テキストオーバーレイの使用 /Entry Entry Name="Secondary" セカンダリー /Entry Entry Name="RecentText" 最近読んだ文章を開く /Entry Entry Name="AttackTooltip" 現在つかんでいる物体を投げたり押したりする。 /Entry Entry Name="BackwardTooltip" 後方へ移動 /Entry Entry Name="CrouchTooltip" しゃがむ /Entry Entry Name="ForwardTooltip" 前方へ移動 /Entry Entry Name="InteractTooltip" ゲーム内のオブジェクトとインタラクトする。 /Entry Entry Name="InventoryTooltip" インベントリ画面を表示します。 /Entry Entry Name="JournalTooltip" ジャーナル画面を表示する。 /Entry Entry Name="JumpTooltip" ジャンプをする。 /Entry Entry Name="LanternTooltip" ランタンを点けたり消したりする。 /Entry Entry Name="LeanLeftTooltip" 頭を左に傾けて、角を覗き込むのに便利です。 /Entry Entry Name="LeanRightTooltip" 頭を右に傾けて、角を覗き込むのに便利です。 /Entry Entry Name="LeftTooltip" ストレイフ左。 /Entry Entry Name="QuestLogTooltip" 思い出の品リストを表示します。困ったときの確認に便利です。 /Entry Entry Name="RecentTextTooltip" 最近読んだテキスト(ノートや日記)を表示します。 /Entry Entry Name="RightTooltip" 右ストレーフ。 /Entry Entry Name="RotateTooltip" マウスを動かしながらホールドすると、現在つかんでいるオブジェクトを回転させることができます。 /Entry Entry Name="RunTooltip" 動作を使って走っている間はホールドしてください。 /Entry Entry Name="CrosshairToggle" 十字キーを使う /Entry Entry Name="CrosshairToggleTooltip" オンスクリーンクロスヘアを使う。 /Entry Entry Name="GamepadMove" 動く /Entry Entry Name="GamepadLook" 見る /Entry Entry Name="GamepadRotateUp" 上回転 /Entry Entry Name="GamepadRotateDown" 下回転 /Entry Entry Name="GamepadRotateLeft" 左回転 /Entry Entry Name="GamepadRotateRight" 右回転 /Entry Entry Name="MenuConfirm" メニュー確認 /Entry Entry Name="MenuCancel" メニュー キャンセル /Entry Entry Name="MenuUp" 上メニュー /Entry Entry Name="MenuDown" 下メニュー /Entry Entry Name="MenuLeft" 左メニュー /Entry Entry Name="MenuRight" 右メニュー /Entry Entry Name="GamepadBack" メニューへ戻る /Entry Entry Name="OpenMenu" メニューを開く /Entry /CATEGORY CATEGORY Name="Launcher" Entry Name="Off" Off /Entry Entry Name="On" On /Entry Entry Name="ShowBasic" 基本を表示する /Entry Entry Name="ShowAdvanced" 詳細表示 /Entry Entry Name="TabGeneral" 一般 /Entry Entry Name="VideoDevice" 映像機器 /Entry Entry Name="Quality" クオリティ /Entry Entry Name="DetectSettings" 検出 /Entry Entry Name="TabGraphics" グラフィック設定 /Entry Entry Name="ShadowQuality" 影のクオリティ /Entry Entry Name="ShadowResolution" 影の解像度 /Entry Entry Name="SSAORes" SSAO解像度 /Entry Entry Name="EdgeSmooth" エッジスムーズ /Entry Entry Name="Parallax" 視差 /Entry Entry Name="TabSound" 音の設定 /Entry Entry Name="SoundDevice" デバイス /Entry Entry Name="LaunchGame" ゲームを起動 /Entry Entry Name="UnsupportedVCard" カードが未対応です /Entry Entry Name="UnlistedVCard" カードは記載なし、中設定を想定 /Entry Entry Name="UnlistedVCardClosestMatch" カードが表示されず、最も近いカードの設定を使用しています。 /Entry Entry Name="Custom" カスタム /Entry Entry Name="Unsupported" 非対応 /Entry /CATEGORY CATEGORY Name="ModMenu" Entry Name="CustomStories" カスタムストーリー /Entry Entry Name="ByAuthor" By /Entry Entry Name="BrowseWorkshop" Steamのワークショップを見る /Entry Entry Name="Downloading" ダウンロード中... /Entry Entry Name="Launch" MODを起動しますか /Entry Entry Name="Uninstall" MODをアンインストールする /Entry Entry Name="CreateDesktopShortcut" デスクトップにショートカットを作成する /Entry Entry Name="StartingMod" MODゲームの起動中... /Entry Entry Name="Yes" はい /Entry Entry Name="No" いいえ /Entry /CATEGORY CATEGORY Name="PreMenu" Entry Name="WelcomeButtonPrompt" Xを押して続ける /Entry !--Press X to continue-- Entry Name="WelcomeButtonPrompt_PC" クリックして続ける /Entry !--Click to continue-- Entry Name="WelcomeMessage01" これは勝利を目指すゲームではありません /Entry !--This game should not be played to win.-- Entry Name="WelcomeMessage02" 世界観と物語に浸りましょう /Entry !--Immerse yourself in the world and the story.-- Entry Name="WelcomeMessage03" 恐怖と暗闇があなたの敵です /Entry !--Fear and darkness are your enemies.-- Entry Name="Continue" 続ける /Entry /CATEGORY CATEGORY Name="Languages" Entry Name="english" English /Entry Entry Name="japanese" 日本語 /Entry Entry Name="german" Deutsch /Entry Entry Name="spanish" Espa[u65533]ol /Entry Entry Name="french" Fran[u65533]ais /Entry Entry Name="russian" Ruski /Entry Entry Name="polish" Polski /Entry Entry Name="italian" Italiano /Entry Entry Name="swedish" Svenska /Entry Entry Name="finnish" Suomi /Entry Entry Name="danish" Dansk /Entry Entry Name="simplified_chinese" Simplified Chinese /Entry Entry Name="norwegian" Norsk /Entry Entry Name="icelandish" Islenska /Entry Entry Name="czech" [u268]e[u65533]tina /Entry Entry Name="hungarian" Magyar /Entry Entry Name="brazilian_portuguese" Portugu[u65533]s brasileiro /Entry /CATEGORY CATEGORY Name="GameMessages" Entry Name="CannotClimb" 登るスペースがありません。 /Entry !--No room to climb.-- /CATEGORY CATEGORY Name="PropMessages" Entry Name="PropToolEmpty" 空。 /Entry !--Empty.-- /CATEGORY CATEGORY Name="LoadScreen" Entry Name="Continue" ボタンを押してください... /Entry !--Press a button to continue...-- Entry Name="Continue_PS4" ボタンを押してください... /Entry !--Press a button to continue...-- Entry Name="Continue_XBO" ボタンを押してください... /Entry !--Press a button to continue...-- /CATEGORY CATEGORY Name="GameModesMenu" Entry Name="GameModeTitle" 最初からゲームを開始 /Entry !--NEW GAME-- Entry Name="GameMode" ゲームモード /Entry !--Game Mode-- Entry Name="Default" オリジナル /Entry !--Original-- Entry Name="DefaultMode_Info" ホラーが好きで、 ストーリー重視の やりごたえのある体験がしたい方向けです。 暗闇と怪物が恐怖を呼び、 その記憶が頭の片隅に残り続けるでしょう。[br]本来のAmnesiaの世界を体験できます。 /Entry !--You like horror and you are up for a challenging story-driven experience. Darkness and monsters increase your fear, causing long-term repercussions.[br]This is the game experience as originally intended.-- Entry Name="Adventure" アドベンチャー /Entry Entry Name="AdventureMode_Info" 探検や謎解きは好きだけど、 ホラーは苦手な方向けです。 怪物に悩まされる心配もなく、 暗闇の中でも安全です。[br]ストーリー重視のモードで、 ゲームプレイ要素は軽めです。[br]なお、新たなパズルも追加されています。 /Entry !--You like exploration and puzzle solving, but don t want to deal with horror. You never have to worry about monsters, and you are safe even in darkness.[br]A story-driven adventure that is lighter on gameplay and features a few additional puzzles.-- Entry Name="StartGame" 開始 /Entry Entry Name="Back" 戻る /Entry /CATEGORY /LANGUAGE 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/bcc2528/pages/41.html
AAT "A vial of Toxin-A." Abyss_Cart "A game cartridge Hog Wallow." Air_Conduits "A conduit." Air_Duct "A duct." Air_Recirculator "An Environmental Regulator." Airlock_Door_1 "A bulkhead door." Airlock_Door_2 "A bulkhead door." AirRecircNoFilter "An Environmental Regulator." Annelid_Medpatch "An annelid healing gland." Annelid_Psipatch "An annelid psi organ." AP_Clip "A box of %d armor-piercing bullets." Arach_Organ "An arachnid organ." Arachnid "An annelid arachnid." Assassin "A cyborg assassin." Assault_Rifle "An assault rifle. (%s)" AssaultBody "Some robotic debris." AssaultCanopy "Some robotic debris." AssaultDroid "An assault droid." AssaultLeftArm "Some robotic debris." AssaultRightArm "Some robotic debris." AssaultUpper "Some robotic debris." AudioLog "An audio log %s." Aux_Power_W_Out_Battery "An auxiliary power override." B_Sci_Med_Door "A broken door." Barrel_Loader "A gravitic crane mechanism." Basketball "A basketball." Bench "A bench." Big_Cereal "A large box of cereal." Big_Orange_Button "An elevator button." BigBomb "A sympathetic resonator." Blank "" Blast_Door "A door." Blast_Turret "A blast turret." Blast_Turret_Corpse "A destroyed turret." Blood_splat "A blood stain...human?" Bloody_MedBed "A badly damaged surgical unit." Body_Bag "A body bag." BodyBag "A body bag." Brain_Piece_1 "Remains of the Many." Brain_Piece_2 "Remains of the Many." Brain_Piece_3 "Remains of the Many." Brain_Piece_4 "Remains of the Many." BrawnBoost "A BrawnBoost(tm) Implant." Breakable_Windows "A window." Bridge_Button "Bridge control button." BridgeCard "A Bridge access card." Broken_Locker "A broken locker." Broken_Shield_Computer "A destroyed shield control computer." Broken_Slot "A broken card slot." BrokenDoor "A broken door." BrokenEMP "A destroyed weapon." BrokenLocker "A broken locker." BrokenShotgun "A destroyed shotgun." Bulk_off_button "A bulkhead activation switch." Bulk_on_button "A bulkhead activation switch." Bullet_Casings "A few spent bullets." Bullet_holes "Bullet holes." Burro_Hog_Cart "A game cartridge Burro Hog." button "A button." Button_p2 "A button." Can "A can." Candy_Card "A Stim Unit access card Candy." Candy_Slot "Stim Unit access Candy." Card_Box "Systems monitoring unit." Card_slot "A key card slot." CargoBay2A2B "A Cargo Bay 2A/2B access card." Casino_Table "A gambling table." Ceiling_Console "A computer console." Cereal "A box of cereal." Chair_p2 "A chair." Champagne_bottle "A bottle of bubbly." cheeseborger "A robotic self-diagnostic and repair module." Chem_p1 "A small quantity of Fermium (Fm)." Chem_p10 "A small quantity of Iridium (Ir)." Chem_p11 "A small quantity of Arsenic (As)." Chem_p12 "A small quantity of Cesium (Cs)." Chem_p13 "A small quantity of Hassium (Hs)." Chem_p14 "A small quantity of Tellurium (Te)." Chem_p15 "A small quantity of Molybdenum (Mo)." Chem_p16 "A small quantity of Technetium (Tc)." Chem_p17 "A small quantity of Radium (Ra)." Chem_p18 "A small quantity of Barium (Ba)." Chem_p19 "A small quantity of Selenium (Se)." Chem_p2 "A small quantity of Vanadium (V)." Chem_p3 "A small quantity of Gallium (Ga)." Chem_p4 "A small quantity of Antimony (Sb)." Chem_p5 "A small quantity of Yttrium (Y)." Chem_p6 "A small quantity of Copper (Cu)." Chem_p7 "A small quantity of Californium (Cf)." Chem_p8 "A small quantity of Sodium (Na)." Chem_p9 "A small quantity of Osmium (Os)." ChipA "A Quantum Simulation chip." ChipB "A Linear Simulation chip." ChipC "An Interpolated Simulation chip." Chips "A bag of chips." Cigs "Cigarettes." Circuitboard "A circuitboard." Closed_Protocol_Box "A protocol droid shipping crate." CompConsole "A computer console." Compnpad "A computer pad." Conduit "A conduit." Conference_Table "A conference table." Console_w_Overhead "A computer console." Console_w_Pipes "A computer console." Core_Access "The Core Access Control Computer." Crane_Button "Crane activation button." Crate_p1 "A shipping container." Crew_Bed "A bed." Crew_Card "A Deck 2 Crew s Quarters access card." Crew_Card2 "An Athletic Sector access card." Crew2 "A Deck 5 Crew s Quarters access card." Cryo_Barrel "A cryogenic storage barrel." Cryo_Card "A Cryogenics Sector access card." Cryo_Tube_door "A cryo tube door." Crystal_Shard "A shard of Annelid crystal." Crystals "A luminescent crystal." Cut_Arm "An arm." Cut_Head "A head." Cut_Leg "A leg." Cylinder_Light "A light fixture." damaged_corner_of_wall "Some battle damage." Damaged_Nerve_Cluster "A badly damaged nerve cluster." Dead_Power_Cell "A dead power cell." Debris "A piece of debris." Default_Avatar_1 "Another player." Default_Avatar_2 "Another player." Default_Avatar_3 "Another player." Default_Avatar_4 "Another player." Desk_p1 "A desk." Desk_p2 "A desk." Dinner_Table_p1 "A table." Dinner_Table_p2 "A table." Double_Hydro "A door." DroidBody "Some robotic debris." DroidCanopy "Some robotic debris." DroidLeftArm "Some robotic debris." DroidRightArm "Some robotic debris." DroidUpper "Some robotic debris." Dumpster "A trash dumpster." Egg "An annelid egg." Egg_Depositor "An Annelid blob with a huge orifice." Eggbit "A fragment of an annelid egg." Electro_Shock "A laser rapier." Elev_Door "An door." Elevator_Button "A two-state button." Elevator_Screens "A floor display screen." EMP_Grenade "%d EMP grenades." EMP_Rifle "A dual-circuit EMP Rifle. (%s)" EndurBoost "An EndurBoost(tm) Implant." Eng_Comp "The Engineering Override Computer." engcard1 "Part #45U/32X" engcard2 "Part #332/TY3" engcard3 "Part #987Z/4HG" engcard4 "Part #95E/34RW" engcard5 "Part #45M/dEX" engcard6 "Part #3C9/432" engcard7 "Part #9F2/25EE" engcard8 "Part #9GZ/76G" engcard9 "Part #4E6/93T" Engineering "A door." Escape_Button "Escape pod launch button." EXP_Cookies "%d cyber modules." ExperTech "An ExperTech(tm) Implant." Explode_Barrel "A barrel containing explosives." fakekeys "Your keycard-access recorder." FakeNanites "%d nanites." Floor_Comp_p1 "A computer (Activate by right-clicking)." Flora "A plant." Fluidic_Comp "The Fluidics Control Computer." Force_Door_n252 "A force field." French_Epstein "A French-Epstein device." Fusion_Cannon "A TC-5 Fusion Cannon. (%s)" gameboy "An MFD game player." Golden_Egg "A black annelid egg." Golf_Cart "A game cartridge Golf." gouged_wall "A gouge." Gr_Over_Organ "A Greater Psi Reaver organ." Grate "A grate." Grav_Button "Gravitronic Generator Control." Gren_Launcher "A TC-11 grenade launcher. (%s)" Grub "A worm-like annelid." Grub_Organ "A grub pod organ." Grub_Part_1 "A worm bit." Grub_Part_2 "A worm bit." Grub_Part_4 "A worm bit." Gurney "A gurney." Hack_Soft_V1 "A version 1 hacking software." Hack_Soft_V2 "A version 2 hacking software." Hack_Soft_V3 "A version 3 hacking software." Hackable_Crate "An electronic security crate." Hanging_Plant "A hanging plant." HE_Clip "A box of %d anti-personnel bullets." Heart "A heart." HeartPillow "A heart-shaped pillow." Heavy_Armor "A suit of heavy combat armor." High_Security_Crate "A high-security crate." Hogger_Cart "A game cartridge Street Hog." HumanCorpses "A corpse." Hybrid "A hybrid." HydroCardA "A Hydroponics Sector A access card." HydroCardB "A Hydroponics Sector B access card." HydroCardD "A Hydroponics Sector D access card." HydroSecDoor "A door." ICE_Pick "An ICE-Pick." IncendGrenade "%d incendiary grenades." Info_Comp "A TriOptimum Information Terminal." INT_Boost "A psi booster." Interrogation_Room "A door." Island_Base "A food preparation station." Island_Top "A food preparation station." Juice_bottle "A bottle of juice." Junction_Box "A junction box." KaBacon_Cart "A game cartridge Hurling Bacon" Keyboard "A console." Keypad "A numeric keypad." LabAssistant "A LabAssistant(tm) Implant." Ladder_16 "A ladder." Lance_Card "A Stim Unit access card Lance." Lance_Slot "Stim Unit access Lance." Large_Beaker "A large beaker." Large_Prism "%d prisms." Large_Worm_Beaker "%d worm clusters." Laser_Pistol "An argon-suspension laser pistol. (%s)" Laser_Turret "A laser turret." Laser_Turret_Corpse "A destroyed turret." LC_Posters "A poster." Level_Change_Button "An elevator button." Lift_1 "A grav lift." Light_Armor "A suit of light combat armor." Light_Button "Basketball court circuit breaker." Lights "A light." Liquor_bottle "A bottle of liquor." LockedDoor "A sealed door." Locker "A locker." Lounge_Chair "A chair." Machinery "Some machinery." Magazines "A magazine." MaintDroid "A maintenance droid." Maize "A package of corn." Mall_Bench "A bench." Manifest "A Chemical Manifest Log" Many_Boss_Ball "A psionic defensive projection." Many_Boss_Brain "The Brain of the Many." Many_Peas "A carton of peas." ManyCans "Several cans." Marine_Poster "A propaganda poster." Master_Elevator_Button "An elevator control panel." MasterPowerComp "The Master Power Computer." Med_bed "A surgical unit." Med_Patch "A medical hypo." MedBedKey "A surgical unit activation key." Medical_Kit "An auto-diagnostic medical kit." Medium_Armor "A suit of standard-issue combat armor." Membrane "A membrane." Microscope "A microscope." Midwife "A cyborg midwife." Midwife_Organ "A midwife organ." Mn_Over_Organ "A Psi Reaver organ." Modify_Soft_V1 "Version 1 modification software." Modify_Soft_V2 "A version 2 modification software." Modify_Soft_V3 "A version 3 modification software." Molec_Analyzer "An Auto-repair Unit." Monkey "A monkey." Monkey_Brain "A monkey brain." movie_poster_2 "A movie poster." movie_poster1 "A movie poster." Mtool "A disposable maintenance tool." Mug "A ceramic mug with the TriOptimum logo." Nanites "%d nanites." Navy_Salute "A propaganda poster." Nerve_Cluster "A nerve cluster." Nerve_Cluster_Chunk "A piece of a nerve cluster." Nerve_Ladder "A sturdy nerve. Climbable?" NewOvermindDoor "A sphincter." Nikki_Card "A Stim Unit access card Nikki." Nikki_Slot "Stim Unit access Nikki." OG_Organ "A hybrid organ." Ops_Comp "The Operations Override Computer." Ops_Crew "A door." Ops_Override_Card "An Ops Override access card." Ops1 "A computer console." Ops2 "A computer console." Ops3 "A computer console." Ops4 "A computer console." Overlord "A psi reaver projection." Overlord_Brain "A psi reaver brain structure." Overlord_Chunk_1 "A piece of a psi reaver brain." Overlord_Chunk_2 "A piece of a psi reaver brain." Overlord_Limb_1 "A piece of a psi reaver brain." Overlord_Tail "A piece of a psi reaver brain." Overlord_Trunk "A piece of a psi reaver brain." Overworld_Cart "A game cartridge Overworld Zero." Part_One "A door." Part_Three "A door." Part_Two "A door." PartialMedBed "An incomplete surgical unit." PDA "Your personal data assistant." PDA_Soft "A personal data assistant." Peas "A package of peas." Pellet_Shot_Box "A box of %d anti-personnel shotgun shells." PersonalBox "A personal effects box." piano "A piano." Picture "A MultiPicture (TM)." Pig_Stacker_Cart "A game cartridge Pig Stacker." Ping_Cart "A game cartridge Pig 2.0." Pipes "A pipe." Pistol "A Pistol. (%s)" Plant_bed "A bed of plants." Plant_p1 "A potted plant." Plant_p2 "A potted plant." Pool_Table "A pool table." PoolCue "A pool cue." Port_Nacelle_Comp "The port nacelle computer." Portable_Battery "A portable battery." Power_Cell "A charged power cell." ProtocolDroid "A protocol droid." ProxGrenade "%d proximity grenades." Psi_Amp "A Black-Ops Psionic Amplifier." Psi_Booster "A psi hypo." Psi_Trainer "A Psi upgrade unit." Pump "A pump of some kind." R_and_D_Card "A Research and Development access card." Rad_Barrel "A barrel containing radioactive material." Rad_Lethal_Box "A radiation meter." Rad_Safe_Box "A radiation meter." Radar_Dish "A transmitter tower." RadKeyCard "A circuitboard." RadPatch "An anti-radiation hypo." Railings "A railing." RD_Door_1 "A door." Rec_Crew_Key "A Deck 5 Crew s Quarters access card." Recharging_Station "An energy recharging station." Recycler "A recycler." Reflective_armor "A suit of powered armor." Refridgerator_Door "A door." Repair_Soft_V1 "Version 1 repairing software." Repair_Soft_V2 "Version 2 repairing software." Repair_Soft_V3 "Version 3 repairing software." RepBase "A nanite-based matter replicator." RepScreen "A replicator panel." Res_Station_Button "A quantum entanglement sampler." Research_Soft "A Version 1 research software." Research_Soft_V1 "A version 1 research software." Research_Soft_V2 "A version 2 research software." Research_Soft_V3 "A version 3 research software." Researchable "An unresearched object?" Residential_Bench "A bench." Residential_Door "A door." ResStation "A quantum bio-reconstruction machine." Rick_Conduit "A conduit." Rick_Conduit_Junction "A conduit." Rick_Ladder "A ladder." Rick_Ladder_16 "A ladder." Rick_Ladder_4 "A ladder." Rick_Ladder_8 "A ladder." Rick_Room_Key "Diego s Quarters access card." Rick_Turret "A Rickenbacker defense turret." RickCard "A Rickenbacker access card." Rickenbacker_Door "A door." Rifled_Slug_Box "A box of %d rifled slugs." Ring_Buoy "A ring buoy." Rumbler "A rumbler." Rumbler_Organ "A rumbler organ." RunFast "A RunFast(tm) Implant." Salvo "A torpedo salvo." Sci_Med_Door_n206 "A door." Science_Card "A Science Sector access card." Science_Table "A table." Science_Table "A table." screens "A touch screen." Sec_Station_Door "A security station door." SecBody "Some robotic debris." SecCanopy "Some robotic debris." SecLeftArm "Some robotic debris." SecRightArm "Some robotic debris." SecUpper "Some robotic debris." Security_Camera "A security camera." Security_Card "A Security access card." Security_Comp "A TriOptimum security computer." Security_Door "A door." SecurityDroid "A security droid." Shield_Computer "A shield control computer." Shield_Generator "A shield generator." Shield_Interlock "A Shield Interlock Terminal." shotgun "A shotgun. (%s)" Shotgun_Casings "Some spent shotgun shells." Shower "A showerhead." Shuttle "A shuttle." Shuttle_Shield "A shielded shuttle." ShuttleAccess "A Shuttle Bay access card." SimComp_1 "A Quantum Simulation Computer." SimComp_2 "A Linear Simulation Computer." SimComp_3 "An Interpolated Simulation Computer." Single_Hydro "A door." Sink "A sink." Slot_Machine "A slot machine." Slug_Turret "A slug turret." Slug_Turret_Corpse "A destroyed turret." Small_AP_Clip "A small box of armor-piercing bullets." Small_Beaker "A small beaker." Small_Conf_Table "A conference table." Small_HE_Clip "A small box of anti-personnel bullets." Small_Prism "%d prisms." Small_Standard_Clip "A small box of standard bullets." Small_Trioptimum_Crate "A small TriOptimum storage crate." Small_Worm_Beaker "%d worm clusters." SmallPump "A small pump." SmartBoost "A PsiBoost(tm) Implant." Soda_Can "A can of cola." Sonik_Tooth_Posters "A poster." Speed_Boost "A speed booster." Standard_Clip "A box of %d standard bullets." Star_Nacelle_Comp "The starboard nacelle computer." Stasis_Field_Generator "A stasis field generator. (%s)" Stats_Trainer "A Stats upgrade unit." Stellar_Map "A stellar map." Stomach "A stomach." Stove_Base "A stove." Stove_Top "A stove." Strength_Boost "A strength booster." Sven_Card "A Stim Unit access card Sven." Sven_Slot "Stim Unit access Sven." Swarm_Organ "A swarm pod organ." Swarmer "An annelid swarm." SwiftBoost "A SwiftBoost(tm) Implant." SwineHunter_Cart "A game cartridge Swine Hunter." Swinekeeper "A game cartridge Swinekeeper." Tall_Machinery "Some machinery." Tall_Plant "A tall plant." Tall_Plant_p2 "A tall plant." Tech_Trainer "A Tech upgrade unit." test_tubes "A rack of test tubes." Think_OSA "A propaganda poster." Timed_Grenade "%d fragmentation grenades." Torpedo "A torpedo." Torpedo_Launch_Button "A torpedo manual launch button." ToughSkin "A ToughSkin(tm) Implant." Toxin_Grenade "%d disruption grenades." ToxinPatch "An anti-toxin hypo." Trait_Machine "An O/S upgrade machine." Tram "A tram." Tram_Button "An automatic tram control button." Transmitter_Tower_Off "A transmitter tower controller." Transmitter_Tower_On "A transmitter tower controller." TTT_Cart "A game cartridge Tic Tac Triop." TurretCorpse "Part of a destroyed turret." Unbreakable_Windows "An unbreakable window." UNN_and_You "A propaganda poster." Usable_Comp "A standard TriOptimum computer terminal." Vacc_Suit "A hazard suit." Viral_Prolif "A Viral Proliferator. (%s)" Virtual_Assassin "A virtual assassin" Vodka_bottle "A bottle of very strong vodka." Waste_Barrel "A waste container." Weapon_Trainer "A Weapons upgrade unit." Wide_Machinery "Some machinery." Wide_Plant "A plant." Worm_Collector "A Worm Collector." Worm_Launcher "An Annelid Launcher. (%s)" Worm_Skin "A WormSkin armor." WormBlend "A WormBlend Implant." WormBlood "A WormBlood Implant." WormGoo "A pile of disgusting worms." WormHeart "A WormHeart Implant." WormMind "A WormMind Implant." Wrench "A very solid wrench." XerxesScreen "Xerxes."
https://w.atwiki.jp/viptoilet/pages/18.html
IRC、ventrilo導入ガイド IRC(Limechat) limechatから自分の環境に合ったものをDL,インスコ 導入については ここ とか ここ とか ここ が詳しい。 サーバーはfriend系ならどれでもおk irc.himitsukichi.com や irc.friend.td.nu なんかが主流らしい ポートは6667~9 VIPSAのチャンネルは #SAvip 消臭力のチャンネルは #VIPtoire キーワードは自分の名前とか@とか設定してればいいんじゃね。 キーワード設定しても音なんねーよくそがってやつは 設定 → サウンド → キーワード反応にチェック → 右クリック でサウンド設定しろ。wavねーよおいとかいうゆとりは C \WINDOWS\Mediaの中のwavファイル設定しろ。 ちなみにわたしは Windows XP Error.wav ventrilo(vent、弁当) 物凄く軽い。ラグ少ない。音質良い。TS2涙目。 低スペだからVC入れられねーよとか言ってる奴でもSA動いてんなら無問題。 ここ からクライアントをダウンロード。日本語化パッチ同梱。 ventrilo-2.1.4-Windows-i386.exeを実行してインストール インストール後、ventrilo.exeがあるフォルダでに ventrilo214_japanese2.EXEを移動して実行、日本語化されます。 ventoriloを起動したらサーバーの横の矢印をクリック、以下を入力。 サーバーは hetareboy.orz.hm ポートは 3784 わかんねーよくそがっていうゆとりは ここ とか ここ みろカス 名前 コメント
https://w.atwiki.jp/mafia2transj/pages/88.html
Let s go Scaletta. Those toilets ain t gonna clean themselves. 行くぞスカレッタ. トイレを綺麗にするんだ. Let s go Scaletta. You got work to do. 行くぞスカレッタ. 仕事だ. You looking to catch a beating? Let s go! 叩かれたいのか? 行くぞ! Come on, stop half-assing it. 来い, もたもたするな. You re slower than molasses in February, you know that? 2月のモラス(酒)より遅いのか? Let s go already, pick up the pace! 早く行くぞ, ペースを上げろ! I don t wanna hear any more of your mouth. If you don t like it, you can always go back to cleaning toilets. これ以上お前とは口を聞けないな. それが嫌なら, 戻ってトイレを掃除しろ. So you re the new cleaning lady, huh? Follow me. お前が新しい掃除屋か? ついて来い. There you go. Make em sparkle, and hurry it up. それでいい. 綺麗にしろよ. 急いでな. What s the matter? Keep cleaning or else... 何のつもりだ? 綺麗にしてる最中だぞ... Hey, looks like this one s still dirty. Clean it again. おい, まだ汚いじゃねぇか. やり直せ. You deaf? Clean that pisser, now! 聞こえないのか? 綺麗にするんだ, 今すぐ! You deaf? Clean that shitter, NOW! 聞こえないのか? 綺麗にするんだ, 今すぐ! You feel like spending some more time in the hole? Then get to cleaning! 時間を稼ぐつもりか? そんな暇あるなら 早く掃除しろ! That s more like it. Clean it good. やるじゃないか. 綺麗になったぞ. Alright, that s enough. Now you re gonna go join the rest of the animals in the showers. Get moving. よし, 十分だ. シャワーを浴びていいぞ. 行け. Hey. Hey! I am in need of urgent medical attention. Somebody come and take my ass to the infirmary pronto. なぁ, おい! 緊急の治療が必要なんだ. 誰か急いで診察室まで運んでくれ. Man, you need to shut the fuck up. Ain t nothing wrong with your pasty ass. But I ll tell you what - if you keep hollering like that, there s gonna be. お前, 静かにしろ. そこまで酷いとは思わないがな. だが こうしよう - もし叫びつづけられるなら, 叶うんじゃねえかな. Hey, looky here. It s that new guy. That was one hell of a fight man! Thanks for the entertainment. Ya ll should sell tickets next time. おい, ちょっと. お前新人だよな. 一度勝負しろ! 歓迎ありがとう. 次回のチケットを販売することになるかもな. Hey pal, you mind? おい, やめてくれないか? Yo, practice that shit someplace else. おい, 他のところで練習しろ. C mon man, you re killing us. 頼むぜ, 俺たちを殺す気か? Jesus... Your singing is the second worst thing that happened to me in here. くそっ... お前の歌は ここに来て以来 2番目に酷いな. Hey, pipe down NOW, ALL OF YA S! おい, やめろ, 今すぐ! Relax, fellas. I m just giving the old pipes a workout. 落ち着け. 古い管の耐久試験をしてるんだ. Any more of that shit and I m a give yo face a workout, you dig? これ以上やると, お前の顔面の耐久試験をするからな, 分かったか? Alright, alright. Jeez, you guys got no culture. 分かった, 分かったよ. ちくしょう, 芸術が分からないのか. Alright Scaletta, get your clothes off and get cleaned up, would you kindly? よし スカレッタ, 服を脱いで洗うんだ. 親切だろ? n_Heheheh... It s party time... Let s dance, sweetheart... Wha - hey, hey! Whoa, whoa, what the hell s going on! And where s Frank? 何が - おい, おい! 何やってるんだ! フランクはどこに行った?
https://w.atwiki.jp/warband/pages/431.html
目次 目次翻訳に際して 翻訳に関する相談 翻訳中のバージョン 翻訳対象のファイル 翻訳に際して 翻訳についてに目を通してください。 翻訳に関する相談 このページ下のコメント欄にどうぞ。 翻訳中のバージョン 現在ver.7.0を翻訳中です。 翻訳対象のファイル ※行数や容量の関係でdialogs.csv、game_strings.csv、quick_strings.csv、troops.csvは複数に分割しています ファイル名 原文ファイル 行数 未訳行数 状況 分割 備考 dialogs.csv1 原文 6774 29 残り僅か 1~1484行 ver.7.0マージ済み dialogs.csv2 原文 228 応援求む! 1485~2840行 ver.7.0マージ済み dialogs.csv3 原文 141 応援求む! 2841~4068行 ver.7.0マージ済み dialogs.csv4 原文 126 応援求む! 4069~5474行 ver.7.0マージ済み dialogs.csv5 原文 79 応援求む! 5475~6774行 ver.7.0マージ済み factions.csv 原文 82 0 完了! なし ver.5.0から変更なし game_menus.csv 原文 2084 502 応援求む! なし ver.7.0マージ済み game_strings.csv1 原文 4491 0 完了! 1~1427行 ver.7.0マージ済み game_strings.csv2 原文 0 完了! 1428~3154行 ver.7.0マージ済み game_strings.csv3 原文 109 応援求む! 3155~4491行 ver.7.0マージ済み info_pages.csv 原文 50 0 完了! なし ver.6.0から変更なし item_kinds.csv 原文 2236 0 完了! なし ver.6.0から変更なし item_modifierss.csv 原文 43 0 完了! なし ver.4.0から変更なし parties.csv 原文 556 0 完了! なし ver.5.0から変更なし party_templates.csv 原文 91 0 完了! なし ver.4.0から変更なし quests.csv 原文 137 0 完了! なし ver.5.0から変更なし quick_strings.csv1 原文 5451 188 応援求む! 1~1413行 ver.7.0マージ済み quick_strings.csv2 原文 147 応援求む! 1414~2812行 ver.7.0マージ済み quick_strings.csv3 原文 191 応援求む! 2813~4233行 ver.7.0マージ済み quick_strings.csv4 原文 989 応援求む! 4232~5451行 ver.7.0マージ済み skills.csv 原文 84 0 完了! なし ver.4.0から変更なし skins.csv 原文 31 0 完了! なし ver.4.0から変更なし troops.csv1 原文 3283 0 完了! 1~1877行 ver.7.0マージ済み troops.csv2 原文 0 完了! 1878~3283行 ver.7.0マージ済み ui.csv 原文 750 0 完了! なし ver.4.0から変更なし
https://w.atwiki.jp/mafia2transj/pages/41.html
Hey, take it easy where the road curves up here. Couple of weeks ago some guy went right through the damn guardrail and drowned in the water. なぁ, カーブを曲がるの簡単だろ. 2-3週間前はガードレールにぶつかったり 水に入ったりしてたのにな. OK, now make a right here. よし, ここを右だ. Alright, almost there. Make a right up here. OK, しばらくしたら右だ. That s Mike s junkyard there. Just drive through the gate. ここがマイクの仕事場だ. 門をくぐれ. Hey, who s that guy back there? おい, 後ろにいるの誰だ? What guy? 誰だ? The guy at the body shop. 修理工場の人だ. Oh, Tommy. He s my buddy s nephew. He s kinda quiet, but let me tell you, the kid s some hell of a dancer. Saw him at the old dance hall in Oyster Bay a couple of weeks ago. He had all the broads going nuts. トミーか. 彼は友人の甥でとても静かな人だ. だが子供のダンサーは嫌いでね, 数週間前にオイスターベイの古いダンスホールで見かけたよ. 広い意味で頭がおかしい人だ. Do I detect a hint of, uh, jealousy? ヒントをだしてくれよ, 嫉妬か? Are you kidding? I don t need no dance moves. I got charm, my friend. Here, I ll give you some of my lines, so maybe you won t have to spend so many nights with Rosie Palm and her five sisters. からかってるのか? ダンスの動きなんてどうでもいいんだ. 魅力だよ. それがセリフ. ルーシー=パルムと5人の姉妹に浪費することもなくなるだろう. Hey, here s one. Hey, is that a mirror in your pocket? Cos I can see myself in your pants. なぁ, 鏡1つ持ってない? お前の下着を見るためのね. Ha, ha, ha. ハハハ. Ah here, I got another one. If I could rearrange the alphabet I d put U and I together. これはどうだ. もしアルファベットを組みなおして U と I を一緒に置く. Oh, oh, come on. おい, 頼むぜ. Or this one never fails. Hey, baby, that s a nice outfit. It would look good crumpled up at the foot of my bed in the morning. これなら大丈夫だろ. なぁ, それ良い服装だな. 朝ベッドの足元にある しわくちゃの服みたいに見えるぜ. And this works for you? それ仕事で役に立つのか? Aww, here, here s a good one. Hey, do you know the difference between sex and conversation? No? You wanna go back to my place and talk? じゃあこれはどうだ. セックスと会話ってどこが違うか知ってるか? 知らない? 家に行って話さないかい? You got problems, you know that? お前扱いにくな, 分かってるのか? How about this one? Why don t we go back to my place and play house? You ll be the door and I ll slam you. これはどうだ? 自宅に行ってままごとをしないか? お前がドアで俺が強く閉めるんだ. Oh, that was bad. あぁ, これはひどい. Hey, when you measure seven soft, you don t have to be good with words, you get my drift? なぁ, お前みたいに言葉は巧みじゃない, 分かるよな? Alright, next you should introduce yourself to Mike Bruski. He ll probably have some work for you. よし, 次はマイク=ブルスキーってやつを紹介するよ. たぶん仕事のウマが合うと思うぜ. Alright, where is he? 分かった. 彼はどこに? He owns a junk yard over in Riverside. You can t miss it. リバーサイドにある廃品置き場だ. すぐに分かる.
https://w.atwiki.jp/stalkerjpmod/pages/2.html
メニュー トップページ secret path 2 日本語化config_text_engページ(SP2) config_gameplayページ(SP2) 英語字幕でプレイ(SP2) 日本語字幕でプレイ(SP2) secret path 2 攻略FAQ&小ネタ(SP2) Lost Alpha 日本語化config_text_engページ(LA) コメント リンク STALKER SOC WIKI ポマギーチェどっとコム3 @wiki @wikiご利用ガイド ここを編集
https://w.atwiki.jp/pqjp/pages/203.html
?xml version="1.0"? TextLibrary Text tag="[Conv_Q0Q4e_NAME1]" Moarg /Text Text tag="[Conv_Q0Q4e_0000]" There. You apos;re free to go. Now tell me what I want to know. /Text Text tag="[Conv_Q0Q4e_0001]" There. You apos;re free to go. Now tell me what I want to know. /Text Text tag="[Conv_Q0Q4e_0002]" There. You apos;re free to go. Now tell me what I want to know. /Text Text tag="[Conv_Q0Q4e_0003]" There. You apos;re free to go. Now tell me what I want to know. /Text Text tag="[Conv_Q0Q4e_0004]" Free? None of us are truly free... we spend our pitiful lives merely exchanging one form of servitude for another. /Text Text tag="[Conv_Q0Q4e_0005]" Free? None of us are truly free... we spend our pitiful lives merely exchanging one form of servitude for another. /Text Text tag="[Conv_Q0Q4e_0006]" Free? None of us are truly free... we spend our pitiful lives merely exchanging one form of servitude for another. /Text Text tag="[Conv_Q0Q4e_0007]" Free? None of us are truly free... we spend our pitiful lives merely exchanging one form of servitude for another. /Text Text tag="[Conv_Q0Q4e_0008]" I didn apos;t ask for a philosophy lesson. Talk, or I apos;ll take you back to Maethelburg. /Text Text tag="[Conv_Q0Q4e_0009]" I didn apos;t ask for a philosophy lesson. Talk, or I apos;ll take you back to Maethelburg. /Text Text tag="[Conv_Q0Q4e_0010]" I didn apos;t ask for a philosophy lesson. Talk, or I apos;ll take you back to Maethelburg. /Text Text tag="[Conv_Q0Q4e_0011]" I didn apos;t ask for a philosophy lesson. Talk, or I apos;ll take you back to Maethelburg. /Text Text tag="[Conv_Q0Q4e_0012]" First I will give you this sword. It belonged to a Knight from over the mountains to the north - Sir Ector was his name. It is only fitting that it make its way back home. /Text Text tag="[Conv_Q0Q4e_0013]" First I will give you this sword. It belonged to a Knight from over the mountains to the north - Sir Ector was his name. It is only fitting that it make its way back home. /Text Text tag="[Conv_Q0Q4e_0014]" First I will give you this sword. It belonged to a Knight from over the mountains to the north - Sir Ector was his name. It is only fitting that it make its way back home. /Text Text tag="[Conv_Q0Q4e_0015]" First I will give you this sword. It belonged to a Knight from over the mountains to the north - Sir Ector was his name. It is only fitting that it make its way back home. /Text Text tag="[Conv_Q0Q4e_0016]" Now...you want to know the cause of trouble, yes? You seek the root of the evil tree that is spreading its twisted branches over this land and yours... /Text Text tag="[Conv_Q0Q4e_0017]" Now...you want to know the cause of trouble, yes? You seek the root of the evil tree that is spreading its twisted branches over this land and yours... /Text Text tag="[Conv_Q0Q4e_0018]" Now...you want to know the cause of trouble, yes? You seek the root of the evil tree that is spreading its twisted branches over this land and yours... /Text Text tag="[Conv_Q0Q4e_0019]" Now...you want to know the cause of trouble, yes? You seek the root of the evil tree that is spreading its twisted branches over this land and yours... /Text Text tag="[Conv_Q0Q4e_0020]" And I will tell you, because there is nothing you can do about it. Your people will fight, but they will ultimately fail. Their time is over, and the time of my master, Lord Bane, has begun. /Text Text tag="[Conv_Q0Q4e_0021]" And I will tell you, because there is nothing you can do about it. Your people will fight, but they will ultimately fail. Their time is over, and the time of my master, Lord Bane, has begun. /Text Text tag="[Conv_Q0Q4e_0022]" And I will tell you, because there is nothing you can do about it. Your people will fight, but they will ultimately fail. Their time is over, and the time of my master, Lord Bane, has begun. /Text Text tag="[Conv_Q0Q4e_0023]" And I will tell you, because there is nothing you can do about it. Your people will fight, but they will ultimately fail. Their time is over, and the time of my master, Lord Bane, has begun. /Text Text tag="[Conv_Q0Q4e_0024]" Lord Bane? The Dark Horseman of Death? I thought he was only a legend... /Text Text tag="[Conv_Q0Q4e_0025]" Lord Bane? The Dark Horseman of Death? I thought he was only a legend... /Text Text tag="[Conv_Q0Q4e_0026]" Lord Bane? The Dark Horseman of Death? I thought he was only a legend... /Text Text tag="[Conv_Q0Q4e_0027]" Lord Bane? The Dark Horseman of Death? I thought he was only a legend... /Text Text tag="[Conv_Q0Q4e_0028]" Legend indeed. But in the mirror of legend truth is often reflected. My master is quite real. And he is coming for you and your kind. /Text Text tag="[Conv_Q0Q4e_0029]" Legend indeed. But in the mirror of legend truth is often reflected. My master is quite real. And he is coming for you and your kind. /Text Text tag="[Conv_Q0Q4e_0030]" Legend indeed. But in the mirror of legend truth is often reflected. My master is quite real. And he is coming for you and your kind. /Text Text tag="[Conv_Q0Q4e_0031]" Legend indeed. But in the mirror of legend truth is often reflected. My master is quite real. And he is coming for you and your kind. /Text Text tag="[Conv_Q0Q4e_0032]" He will fail. /Text Text tag="[Conv_Q0Q4e_0033]" He will fail. /Text Text tag="[Conv_Q0Q4e_0034]" He will fail. /Text Text tag="[Conv_Q0Q4e_0035]" He will fail. /Text Text tag="[Conv_Q0Q4e_0036]" Ha! His forces are legion. Your Knights have already begun to fall in battle, and my Master has merely sent his scouts ahead of the main force. /Text Text tag="[Conv_Q0Q4e_0037]" Ha! His forces are legion. Your Knights have already begun to fall in battle, and my Master has merely sent his scouts ahead of the main force. /Text Text tag="[Conv_Q0Q4e_0038]" Ha! His forces are legion. Your Knights have already begun to fall in battle, and my Master has merely sent his scouts ahead of the main force. /Text Text tag="[Conv_Q0Q4e_0039]" Ha! His forces are legion. Your Knights have already begun to fall in battle, and my Master has merely sent his scouts ahead of the main force. /Text Text tag="[Conv_Q0Q4e_0040]" You are wrong, sorcerer. Now... go! I said I apos;d free you and I apos;ll keep my word. But if I see you again, I will kill you myself. /Text Text tag="[Conv_Q0Q4e_0041]" You are wrong, sorcerer. Now... go! I said I apos;d free you and I apos;ll keep my word. But if I see you again, I will kill you myself. /Text Text tag="[Conv_Q0Q4e_0042]" You are wrong, sorcerer. Now... go! I said I apos;d free you and I apos;ll keep my word. But if I see you again, I will kill you myself. /Text Text tag="[Conv_Q0Q4e_0043]" You are wrong, sorcerer. Now... go! I said I apos;d free you and I apos;ll keep my word. But if I see you again, I will kill you myself. /Text Text tag="[Conv_Q0Q4e_0044]" And I will rise from the grave to fight you again... and again... Do you see why you cannot win? /Text Text tag="[Conv_Q0Q4e_0045]" And I will rise from the grave to fight you again... and again... Do you see why you cannot win? /Text Text tag="[Conv_Q0Q4e_0046]" And I will rise from the grave to fight you again... and again... Do you see why you cannot win? /Text Text tag="[Conv_Q0Q4e_0047]" And I will rise from the grave to fight you again... and again... Do you see why you cannot win? /Text Text tag="[Conv_Q0Q4e_0048]" But I do not wish to appear ungrateful. The sword I have given you - it is infused with a dark power. Sir Ector, its previous owner was a fallen Paladin - he turned from your ways to worship my master. When you use it you will see the sword raising skulls on the battlefield. /Text Text tag="[Conv_Q0Q4e_0049]" But I do not wish to appear ungrateful. The sword I have given you - it is infused with a dark power. Sir Ector, its previous owner was a fallen Paladin - he turned from your ways to worship my master. When you use it you will see the sword raising skulls on the battlefield. /Text Text tag="[Conv_Q0Q4e_0050]" But I do not wish to appear ungrateful. The sword I have given you - it is infused with a dark power. Sir Ector, its previous owner was a fallen Paladin - he turned from your ways to worship my master. When you use it you will see the sword raising skulls on the battlefield. /Text Text tag="[Conv_Q0Q4e_0051]" But I do not wish to appear ungrateful. The sword I have given you - it is infused with a dark power. Sir Ector, its previous owner was a fallen Paladin - he turned from your ways to worship my master. When you use it you will see the sword raising skulls on the battlefield. /Text Text tag="[Conv_Q0Q4e_0052]" You too will face a choice, just as Sir Ector did. And if you wish to follow my Master, when the time is right, the sword will guide you. /Text Text tag="[Conv_Q0Q4e_0053]" You too will face a choice, just as Sir Ector did. And if you wish to follow my Master, when the time is right, the sword will guide you. /Text Text tag="[Conv_Q0Q4e_0054]" You too will face a choice, just as Sir Ector did. And if you wish to follow my Master, when the time is right, the sword will guide you. /Text Text tag="[Conv_Q0Q4e_0055]" You too will face a choice, just as Sir Ector did. And if you wish to follow my Master, when the time is right, the sword will guide you. /Text Text tag="[Conv_Q0Q4e_0056]" Now, farewell. /Text Text tag="[Conv_Q0Q4e_0057]" Now, farewell. /Text Text tag="[Conv_Q0Q4e_0058]" Now, farewell. /Text Text tag="[Conv_Q0Q4e_0059]" Now, farewell. /Text /TextLibrary