diff options
author | Matjaž Lamut <matjaz.lamut@gmail.com> | 2021-12-20 20:20:56 +0000 |
---|---|---|
committer | Matjaž Lamut <matjaz.lamut@gmail.com> | 2021-12-20 20:20:56 +0000 |
commit | c0d097237964e5ba213d16b5a30a9f0fbc2e6138 (patch) | |
tree | cfa7c5bdedc44757a11687f98f884d457f95c626 | |
parent | 02ef6c858dcc92e5a32d985180b6dd4143dc3d8a (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.rst | 1 | ||||
-rw-r--r-- | docs/source/reference/modding/custom-models/pipeline-blender-collada-static-models.rst | 16 |
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 |