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Added CSS to drop shadow of figure images
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docs/source/_static/figures.css
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5
docs/source/_static/figures.css
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@ -0,0 +1,5 @@
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.figure img {
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display: block;
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margin: auto;
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box-shadow: 10px 10px 40px -5px #bbbbbb;
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}
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@ -134,7 +134,7 @@ primary_domain = 'c'
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# The theme to use for HTML and HTML Help pages. See the documentation for
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# a list of builtin themes.
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html_theme = 'default'
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html_theme = 'sphinx_rtd_theme'
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# Theme options are theme-specific and customize the look and feel of a theme
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# further. For a list of options available for each theme, see the
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@ -144,21 +144,27 @@ html_theme = 'default'
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# Add any paths that contain custom themes here, relative to this directory.
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#html_theme_path = []
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#html_css_files = 'figures.css' use this once Sphinx 1.8 is released!!!
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def setup(app):
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app.add_stylesheet('figures.css')
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# The name for this set of Sphinx documents. If None, it defaults to
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# "<project> v<release> documentation".
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#html_title = None
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# A shorter title for the navigation bar. Default is the same as html_title.
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#html_short_title = None
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#html_short_title = 'OpenMW Documentation'
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# The name of an image file (relative to this directory) to place at the top
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# of the sidebar.
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#html_logo = None
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#html_logo = 'https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/_static/images/openmw.png'
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# The name of an image file (within the static path) to use as favicon of the
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# docs. This file should be a Windows icon file (.ico) being 16x16 or 32x32
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# pixels large.
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#html_favicon = None
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#html_favicon = 'https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/_static/images/favicon.png'
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# Add any paths that contain custom static files (such as style sheets) here,
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# relative to this directory. They are copied after the builtin static files,
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@ -24,7 +24,7 @@ We will start by launching OpenMW CS, the location of the program depends on
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your operating system. You will be presented with a dialogue with three
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options: create a new game, create a new addon, edit a content file.
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.. figure:: _static/images/chapter-1/opening-dialogue.png
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.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/opening-dialogue.png
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:alt: Opening dialogue with three option and setting button (the wrench)
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The first option is for creating an entirely new game, that's not what we want.
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@ -37,7 +37,7 @@ optionally a number of other addons we want to depend on. The name of the
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project is arbitrary, it will be used to identify the addon later in the OpenMW
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launcher.
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.. figure:: _static/images/chapter-1/new-project.png
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.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/new-project.png
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:alt: Creation dialogue for a new project, pick content modules and name
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Choose Morrowind as your content file and enter `Ring of Night Vision` as the
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@ -47,7 +47,7 @@ to, but for this mod the base game is enough.
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Once the addon has been created you will be presented with a table. If you see
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a blank window rather than a table choose *World* → *Objects* from the menu.
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.. figure:: _static/images/chapter-1/objects.png
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.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/new-project.png
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:alt: The table showing all object records in the game.
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Let's talk about the interface for a second. Every window in OpenMW CS has
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@ -83,7 +83,7 @@ We need to enter an *ID* (short for *identifier*) and pick the type. The
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identifier is a unique name by which the ring can later be identified; I have
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chosen `ring_night_vision`. For the type choose *Clothing*.
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.. figure:: _static/images/chapter-1/add-record.png
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.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/add-record.png
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:alt: Enter the ID and type of the new ring
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The table should jump right to our newly created record, if not read further
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@ -101,7 +101,7 @@ instead of using the context menu; the default is double-clicking while
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holding down the shift key.
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.. figure:: _static/images/chapter-1/edit-record.png
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.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/edit-record.png
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:alt: Edit the properties of the record in a separate panel
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You can set the name, weight and coin value as you like, I chose `Ring of Night
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@ -221,7 +221,7 @@ The simplest way is probably to add it to the inventory of a shopkeeper.
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An obvious candidate is Arrille in Seyda Neen - he's quick to find in a new game
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and he's easy to find in the CS as his name comes early alphabetically.
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.. figure:: _static/images/chapter-1/Ring_to_Arrille.png
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.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Arrille.png
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:alt: Putting the ring into Arrille's inventory
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Open the CS and open the *Objects* table (*World* → *Objects*).
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@ -239,7 +239,7 @@ So set his stock level too high for him to wear them all (3 works, 2 might do).
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Another possibilty, again in Seyda Neen making it easy to access, would be for
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Fargoth to give it to the player in exchange for his healing ring.
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.. figure:: _static/images/chapter-1/Ring_to_Fargoth_1.png
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.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Fargoth_1.png
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:alt: Editing Fargoth to give ring to player
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Open the *Topicinfo* Table (*Characters* → *Topic Infos*). Use a filter !string(Topic,ring)
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@ -251,7 +251,7 @@ to give the ring to the player - the same as used earlier in the console
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player->AddItem "ring_night_vision" 1
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.. figure:: _static/images/chapter-1/Ring_to_Fargoth_2.png
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.. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Fargoth_2.png
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:alt: Editing Fargoth to give ring to player
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Placing in a chest
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