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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-13 12:40:04 +00:00

Some more tweaks and hook up the .rst file so it will show everything properly once on readthedocs.

This commit is contained in:
Matjaž Lamut 2021-12-20 20:20:56 +00:00
parent 02ef6c858d
commit c0d0972379
2 changed files with 9 additions and 8 deletions

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@ -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

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@ -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