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