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Merge pull request #142 from her001/meshgen

Misc corrections to mesh gen from heightmap tutorial
Rémi Verschelde 9 years ago
parent
commit
8bce7216b9
1 changed files with 5 additions and 6 deletions
  1. 5 6
      tutorials/mesh_generation_with_heightmap_and_shaders.rst

+ 5 - 6
tutorials/mesh_generation_with_heightmap_and_shaders.rst

@@ -28,9 +28,8 @@ See this tutorial as an introduction, not a method that you should
 employ in your games, except if you intend to do LOD. Otherwise, this is
 employ in your games, except if you intend to do LOD. Otherwise, this is
 probably not the best way.
 probably not the best way.
 
 
-However, let's first create a heightmap. To do so, let's first create a
-heightmap. To do this, I'll use GIMP editor, but you can use any image
-editor you like.
+However, let's first create a heightmap,or a 2D representation of the terrain.
+To do this, I'll use GIMP, but you can use any image editor you like.
 
 
 The heightmap
 The heightmap
 -------------
 -------------
@@ -89,7 +88,7 @@ texture over the whole mesh correctly.
 
 
 If all the vertices of your mesh are not selected, select them all
 If all the vertices of your mesh are not selected, select them all
 (hit "A"). They must appear orange, not black. Then, in the
 (hit "A"). They must appear orange, not black. Then, in the
-Shading/UVs button group a the left, click the "Unwrap" button (or
+Shading/UVs button group to the left, click the "Unwrap" button (or
 simply hit "U") and select "Smart UV Project". Keep the default
 simply hit "U") and select "Smart UV Project". Keep the default
 options and hit "Ok".
 options and hit "Ok".
 
 
@@ -99,7 +98,7 @@ Now, we need to switch our view to "UV/Image editor".
 
 
 .. image:: /img/9_Blender_UV_editor.png
 .. image:: /img/9_Blender_UV_editor.png
 
 
-Select all the vertices again ("A") then in the UV button, select
+Select all the vertices again ("A") then in the UV menu, select
 "Export UV Layout".
 "Export UV Layout".
 
 
 .. image:: /img/10_Blender_exportUV.png
 .. image:: /img/10_Blender_exportUV.png
@@ -126,7 +125,7 @@ your project folder).
 
 
 .. image:: /img/12_Godot_ImportMesh.png
 .. image:: /img/12_Godot_ImportMesh.png
 
 
-I like to check "Normals" in the import popup so the import will also
+I like to check "Normals" in the import pop-up so the import will also
 consider faces normals, which can be useful (even if we don't use them
 consider faces normals, which can be useful (even if we don't use them
 in this tutorial). Your mesh is now displayed in the FileSystem in
 in this tutorial). Your mesh is now displayed in the FileSystem in
 "res://".
 "res://".