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authorMatjaž Lamut <matjaz.lamut@gmail.com>2021-12-20 20:20:56 +0000
committerMatjaž Lamut <matjaz.lamut@gmail.com>2021-12-20 20:20:56 +0000
commitc0d097237964e5ba213d16b5a30a9f0fbc2e6138 (patch)
treecfa7c5bdedc44757a11687f98f884d457f95c626
parent02ef6c858dcc92e5a32d985180b6dd4143dc3d8a (diff)
Some more tweaks and hook up the .rst file so it will show everything properly once on readthedocs.
-rw-r--r--docs/source/reference/modding/custom-models/index.rst1
-rw-r--r--docs/source/reference/modding/custom-models/pipeline-blender-collada-static-models.rst16
2 files changed, 9 insertions, 8 deletions
diff --git a/docs/source/reference/modding/custom-models/index.rst b/docs/source/reference/modding/custom-models/index.rst
index b204dffd99..8b6c5d87f7 100644
--- a/docs/source/reference/modding/custom-models/index.rst
+++ b/docs/source/reference/modding/custom-models/index.rst
@@ -19,5 +19,6 @@ Below is a quick overview of supported formats, followed by separate articles wi
:maxdepth: 1
pipeline-blender-collada
+ pipeline-blender-collada-static-models
pipeline-blender-osgnative
pipeline-blender-nif
diff --git a/docs/source/reference/modding/custom-models/pipeline-blender-collada-static-models.rst b/docs/source/reference/modding/custom-models/pipeline-blender-collada-static-models.rst
index 72edc6fe1f..a2073f0e56 100644
--- a/docs/source/reference/modding/custom-models/pipeline-blender-collada-static-models.rst
+++ b/docs/source/reference/modding/custom-models/pipeline-blender-collada-static-models.rst
@@ -15,7 +15,7 @@ To use the Blender to OpenMW pipeline via COLLADA, you will need the following.
* `OpenMW 0.47 <https://openmw.org/downloads/>`_ or later
* `Blender 2.81 <https://www.blender.org/download/>`_ or later. Latest confirmed, working version is Blender 3.0
-* `Better COLLADA Exporter <https://github.com/unelsson/collada-exporter>`_ tuned for OpenMW
+* `OpenMW COLLADA Exporter <https://github.com/Lamoot/collada-exporter>`_
* A model you would like to export. In our case, it's a barrel.
The Barrel
@@ -25,7 +25,7 @@ the `Example Suite repository <https://gitlab.com/OpenMW/example-suite/-/tree/ma
This should be useful for further study of how to set up a static prop in case
the tutorial is not clear on any particular thing.
-.. image:: barrel-prop-in-blender.webp
+.. image:: https://gitlab.com/OpenMW/openmw-docs/-/raw/master/docs/source/reference/modding/custom-models/_static/barrel-prop-in-blender.webp
:align: center
* ``data/meshes/the_barrel.dae`` – exported model
@@ -74,7 +74,7 @@ way. In Blender, the mesh needs a default material with a diffuse texture
connected to the ``Base Color`` socket. This is enough for the material to be
included in the exported COLLADA file.
-.. image:: barrel-prop-in-blender-material.webp
+.. image:: https://gitlab.com/OpenMW/openmw-docs/-/raw/master/docs/source/reference/modding/custom-models/_static/barrel-prop-in-blender-material.webp
:align: center
Additional texture types, such as specular or normal maps, are used
@@ -100,11 +100,11 @@ the name of the empty that is important. The ``tcb`` command in OpenMW's in-game
console will make the collision shapes visible and you will be able to inspect
them.
-.. image:: barrel-prop-in-blender-collision.webp
+.. image:: https://gitlab.com/OpenMW/openmw-docs/-/raw/master/docs/source/reference/modding/custom-models/_static/barrel-prop-in-blender-collision.webp
:align: center
-If not custom collision shape is present, OpenMW will use the regular
-mesh itself, which is not optimal and needs to be avoided.
+If no custom collision shape is present, OpenMW will use the regular
+mesh itself, which is not optimal and should be avoided.
Exporter Settings
*****************
@@ -114,7 +114,7 @@ all objects you wish to include in the exported file and have the "Selected
Objects" option enabled. Without this, the exporter could fail.
-.. image:: dae-exporter-static.webp
+.. image:: https://gitlab.com/OpenMW/openmw-docs/-/raw/master/docs/source/reference/modding/custom-models/_static/dae-exporter-static.webp
:align: center
Getting the Model in-game
@@ -125,5 +125,5 @@ OpenMW will read it. In OpenMW-CS it can then be assigned to an object and added
to a world cell.
-.. image:: barrel-prop-in-openmwcs.webp
+.. image:: https://gitlab.com/OpenMW/openmw-docs/-/raw/master/docs/source/reference/modding/custom-models/_static/barrel-prop-in-openmwcs.webp
:align: center