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fix links

mitm001 5 years ago
parent
commit
02dbba9f07

+ 1 - 1
docs/modules/ROOT/pages/documentation.adoc

@@ -20,7 +20,7 @@ The link:http://hub.jmonkeyengine.org/[forum] is your first stop when reporting
 
 == Install
 
-Before installing, check the xref:bsd_license.adoc[license], xref:jme3/features.adoc[features], and xref:jme3/requirements.adoc[requirements]. Then choose one of these options:
+Before installing, check the xref:bsd_license.adoc[license], xref:getting-started/features.adoc[features], and xref:jme3/requirements.adoc[requirements]. Then choose one of these options:
 [cols="4", options="header"]
 |===
 

+ 6 - 6
docs/modules/ROOT/pages/github_tips.adoc

@@ -11,7 +11,7 @@ There will come a time when you may wish to insert links from github into your f
 == Creating permanent links
 To create a link to a specific line in a file located on github all you need to do is click the line number inside the file. A three dot tag will appear and the line will be highlighted in yellow.
 
-image::wiki/github_tag.png[github_tag.png,align="left"]
+image::github/github_tag.png[github_tag.png,align="left"]
 
 This will append the line number to the URL in your address bar with the format `#L<number>`, in our case `#L61`.
 
@@ -21,19 +21,19 @@ https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/plugins
 
 Click the three dot tag and a option menu will appear.
 
-image::wiki/github_tag_menue.png[github_tag_menue.png,align="left"]
+image::github/github_tag_menue.png[github_tag_menue.png,align="left"]
 
 Select the `Copy permalink` option and now you can paste the URL into any forum post or wiki issue and the code display window will show your selection like so:
 
 .jMonkey forum
-image:wiki/github_jme_forum.png[github_jme_forum.png,align="left"]
+image:github/github_jme_forum.png[github_jme_forum.png,align="left"]
 
 The same thing applies to github.
 
 .Github issue
-image:wiki/github_issue_write.png[github_issue_write.png,align="left"]
+image:github/github_issue_write.png[github_issue_write.png,align="left"]
 
-image::wiki/github_issue_preview.png[github_issue_preview.png,align="left"]
+image::github/github_issue_preview.png[github_issue_preview.png,align="left"]
 
 If you want to select more than one line:
 
@@ -41,7 +41,7 @@ If you want to select more than one line:
 . Hold down the kbd:[Shift] key.
 . Select the ending line number.
 
-image::wiki/github_multiline.png[github_multiline.png,align="left"]
+image::github/github_multiline.png[github_multiline.png,align="left"]
 
 All the lines between will be highlighted as well. This will change the URL using the format `#L<number>-L<number>`, in our case `#L83-L86`.
 

+ 4 - 4
docs/modules/ROOT/pages/logo.adoc

@@ -10,16 +10,16 @@ You may use this logo for the purposes of education and when identifying the use
 
 === Good
 
-image:yes.png[yes.png,width="",height=""]
+image:logo/yes.png[yes.png,width="",height=""]
 
 
 === Bad
 
-image:no.png[no.png,width="",height=""]
+image:logo/no.png[no.png,width="",height=""]
 
 
 == Logos
 
-image:playful-smiling-monkey.png[playful smiling monkey]
+image:logo/playful-smiling-monkey.png[playful smiling monkey]
 
-image:serious-monkey.png[serious monkey]
+image:logo/serious-monkey.png[serious monkey]

+ 1 - 1
docs/modules/core/pages/animation/animation.adoc

@@ -19,7 +19,7 @@ What is required for an animated model? (<<tutorials:concepts/terminology.adoc#a
 
 Unless you download free models, or buy them from a 3D artist, you must create your animated models in an *external mesh editor* (for example, Blender) yourself.
 
-*  <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Types>>
+*  <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Types>>
 *  xref:tutorials:how-to/modeling/blender/blender.adoc[Creating assets in Blender3D]
 *  link:http://www.youtube.com/watch?v=IDHMWsu_PqA[Video: Creating Worlds with Instances in Blender]
 

+ 2 - 2
docs/modules/core/pages/scene/3d_models.adoc

@@ -10,7 +10,7 @@ Like xref:scene/shape/shape.adoc[Shape]s, 3D models are also made up of xref:sce
 
 To use 3D models in a jME3 application:
 
-.  Export the 3D model using a <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Type>>.
+.  Export the 3D model using a <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Type>>.
 .  Save the files into a sub-directory of your jME3 `Assets` directory.
 .  In your code, you use the xref:asset/asset_manager.adoc[Asset Manager] to load models as xref:scene/spatial.adoc[Spatial]s into a jME application.
 +
@@ -22,7 +22,7 @@ Spatial model = assetManager.loadModel(
 
 [NOTE]
 ====
-(For the release build:) Use one of methods recommended for your 3D model <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Type>> to convert the model to .j3o format. You don't need this step until you deploy your application if you are making frequent changes to your models, however, you should get into the habit of always converting your models.
+(For the release build:) Use one of methods recommended for your 3D model <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Type>> to convert the model to .j3o format. You don't need this step until you deploy your application if you are making frequent changes to your models, however, you should get into the habit of always converting your models.
 ====
 
 

+ 1 - 1
docs/modules/sdk/pages/model_loader_and_viewer.adoc

@@ -6,7 +6,7 @@
 
 The jMonkeyEngine SDK imports models from your project and stores them in the assets folder. The imported models are converted to a jME3 compatible binary format called .j3o. Double-click .j3o files in the jMonkeyEngine SDK to display them in the SceneViewer, or load them in-game using the AssetManager.
 
-Presently, link:http://www.blender.org/[Blender 3D] is the preferred modelling tool for jME3 as it is also Open-Source Software and an exporter for GLTF files exists. View the 3D model <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Types>> and their export/conversion options for more info.
+Presently, link:http://www.blender.org/[Blender 3D] is the preferred modelling tool for jME3 as it is also Open-Source Software and an exporter for GLTF files exists. View the 3D model <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Types>> and their export/conversion options for more info.
 
 [WARNING]
 ====

+ 2 - 2
docs/modules/tutorials/pages/beginner/hello_asset.adoc

@@ -168,7 +168,7 @@ Clear existing text in the guiNode by detaching all its children.
 
 === Loading a Model
 
-Export your 3D model in a <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Type>> (.mesh.xml, .scene, .material, .skeleton.xml, .gltf) and place it in a subdirectory of `assets/Models/`. The following code sample goes into the `simpleInitApp()` method.
+Export your 3D model in a <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Type>> (.mesh.xml, .scene, .material, .skeleton.xml, .gltf) and place it in a subdirectory of `assets/Models/`. The following code sample goes into the `simpleInitApp()` method.
 
 [source,java]
 ----
@@ -223,7 +223,7 @@ JME3 offers ClasspathLocator, ZipLocator, FileLocator, HttpZipLocator, and UrlLo
 == Creating Models and Scenes
 
 To create 3D models and scenes, you need a 3D Mesh Editor. If you don't have any tools, install Blender.
-Then you link:http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics[create fully textured models (e.g. with Blender)], export them to your project using a <<ROOT:jme3/features.adoc#supported-formats,Supported External File Type>>, xref:ROOT:jme3/features.adoc#supported-external-file-types[convert models] to `.j3o` using the recommended method for your chosen file type, <<loading-models-and-scenes,load models>>, and create 3D scenes from them.
+Then you link:http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics[create fully textured models (e.g. with Blender)], export them to your project using a <<ROOT:getting-started/features.adoc#supported-formats,Supported External File Type>>, xref:ROOT:getting-started/features.adoc#supported-external-file-types[convert models] to `.j3o` using the recommended method for your chosen file type, <<loading-models-and-scenes,load models>>, and create 3D scenes from them.
 
 
 === Model File Formats

+ 2 - 2
docs/modules/tutorials/pages/concepts/faq.adoc

@@ -154,7 +154,7 @@ Note that you should not register every single folder containing a texture as th
 === How do I Create 3-D models, textures, sounds?
 
 Follow our best practices for the xref:concepts/multi-media_asset_pipeline.adoc[multi-media asset pipeline]. +
-You create 3-D models in a 3-D mesh editor, for example Blender, and export it in one of the 3D model <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Types>> such as GLTF (animated objects, scenes) or Wavefront OBJ format (static objects, scenes).
+You create 3-D models in a 3-D mesh editor, for example Blender, and export it in one of the 3D model <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Types>> such as GLTF (animated objects, scenes) or Wavefront OBJ format (static objects, scenes).
 You create textures in a graphic editor, for example Gimp, and export them as PNG or JPG.
 You create sounds in an audio editor, for example, Audacity, and export them as WAVE or OGG.
 
@@ -170,7 +170,7 @@ You create sounds in an audio editor, for example, Audacity, and export them as
 
 === How do I load a 3-D model into the scene?
 
-Export your model using one of the <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Types>> for 3D models. Convert to .j3o binary format. Load the .j3o file using the AssetManager.
+Export your model using one of the <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Types>> for 3D models. Convert to .j3o binary format. Load the .j3o file using the AssetManager.
 
 [source,java]
 ----

+ 3 - 3
docs/modules/tutorials/pages/concepts/multi-media_asset_pipeline.adoc

@@ -7,7 +7,7 @@
 Assets are files that are not code. Your multi-media assets includes, for example, your textures (image files), models (mesh files), and sounds (audio files).
 
 *  You create textures in a graphic editor, for example link:http://gimp.org[Gimp], and export them as PNG or JPG.
-*  You xref:how-to/modeling/blender/blender.adoc[create models] in a 3D mesh editor, for example link:https://www.blender.org[Blender], and export them in GLTF, Wavefront OBJ, or any <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Type>>.
+*  You xref:how-to/modeling/blender/blender.adoc[create models] in a 3D mesh editor, for example link:https://www.blender.org[Blender], and export them in GLTF, Wavefront OBJ, or any <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Type>>.
 *  You create sounds in an audio editor, for example link:http://audacity.sourceforge.net[Audacity], and export them as WAVE or OGG.
 
 == Asset Pipeline
@@ -120,7 +120,7 @@ Every material feature not listed in the xref:core:material/materials_overview.a
 ..  Unwrap the model in the 3D editor and generate a *UV texture* (i.e. one texture file that contains all the pieces of one model from different angles). +
 Don't use multiple separate texture files with one model, it will break the model into several meshes.
 
-.  Export the model mesh in one of the supported <<ROOT:jme3/features.adoc##supported-external-file-types,Supported External File Types>>.
+.  Export the model mesh in one of the supported <<ROOT:getting-started/features.adoc##supported-external-file-types,Supported External File Types>>.
 ..  *Bake* each texture into one file when exporting. Create a Texture Atlas.
 ..  *Save exported models to subfolders of the `assets/Textures` (sic) directory, so they are together with their textures*!
 
@@ -138,7 +138,7 @@ See also: link:http://www.gamasutra.com/view/feature/2530/practical_texture_atla
 
 == Convert 3D Models to .j3o Format
 
-Convert all models and scenes to jME3's binary .j3o format to load() them. Use one of the conversion methods listed for the <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Type>> you have chosen.
+Convert all models and scenes to jME3's binary .j3o format to load() them. Use one of the conversion methods listed for the <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Type>> you have chosen.
 
 .  Confirm that you exported the model into the `assets/Textures` directory (or subdirectories) together with all its textures.
 .  In the SDK, right-click the model and choose "`Convert to j3o Binary`". +

+ 2 - 2
docs/modules/tutorials/pages/how-to/modeling/blender/blender.adoc

@@ -157,7 +157,7 @@ Also check out these videos and resources:
 
 == Action Baking
 
-There are many 3D model <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Types>> for jMonkeyEngine. Some of them bake your actions automatically on export, others don't. Baking is a destructive process so it is recommended that you test the animation in-game first. If your animations are all messed up, try baking them or use a different exporter.
+There are many 3D model <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Types>> for jMonkeyEngine. Some of them bake your actions automatically on export, others don't. Baking is a destructive process so it is recommended that you test the animation in-game first. If your animations are all messed up, try baking them or use a different exporter.
 
 If you find yourself in need of baking, the process is as follows.
 
@@ -349,7 +349,7 @@ The goal of this tutorial is to explain briefly how to bake light map in blender
 
 == Importing the model in the SDK and creating the appropriate material
 
-Once this is done, export your model with one of the 3D model <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Types>> and convert it into a `.j3o` with the SDK, or the JME link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter].
+Once this is done, export your model with one of the 3D model <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Types>> and convert it into a `.j3o` with the SDK, or the JME link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter].
 
 *  Create material for it using the lighting definition.
 *  Add the colorMap in the diffuse map slot and the lightMap in the light map slot.

+ 1 - 1
docs/modules/tutorials/pages/how-to/modeling/blender/blender_ogre_compatibility.adoc

@@ -7,7 +7,7 @@ Here you can find working combinations of Blender and the OgreXML exporter, with
 
 [WARNING]
 ====
-As of Blender version 2.8+, OgreXML is no longer compatible for exporting. See <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Types>> for other options.
+As of Blender version 2.8+, OgreXML is no longer compatible for exporting. See <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Types>> for other options.
 ====
 
 

+ 1 - 1
docs/modules/tutorials/pages/how-to/modeling/blender/makehuman.adoc

@@ -36,7 +36,7 @@ Here's the procedure:
 **  Select a pathname in the assets/Models folder of your JME3 project.
 **  Clicking the `Save As Blender File` button in the `File Browser` writes the file.
 
-.  Export the file using a <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Type>>:
+.  Export the file using a <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Type>>:
 **  Launch the jMonkeyEngine3 SDK.
 **  Open your JME3 project.
 **  Under the `Project Assets` node of your project, open the `Models` folder.

+ 1 - 1
docs/modules/tutorials/pages/how-to/modeling/blender/mixamo.adoc

@@ -251,7 +251,7 @@ NOTE: If the action is not visible, navigate to the `Dope Sheet Editor` and from
 == Export
 
 
-Your rigged file is now ready to export. Export your model using one of the <<ROOT:jme3/features.adoc#supported-external-file-types,Supported External File Types>> of your choice.
+Your rigged file is now ready to export. Export your model using one of the <<ROOT:getting-started/features.adoc#supported-external-file-types,Supported External File Types>> of your choice.
 
 
 == Appending Blender Animations