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Update multi-media_asset_pipeline.adoc

Fixed broken new lines.
mitm001 9 years ago
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commit
16cbe85efc
1 changed files with 12 additions and 6 deletions
  1. 12 6
      src/docs/asciidoc/jme3/intermediate/multi-media_asset_pipeline.adoc

+ 12 - 6
src/docs/asciidoc/jme3/intermediate/multi-media_asset_pipeline.adoc

@@ -69,7 +69,8 @@ Prepare the `asset` folder structure for your individual project:
 
 .  Agree on a directory structure with the graphic designers. 
 .  Create subfolders of `assets` in any way that suits your project (see example above). Stick with one system.
-**  If different assets belong together, create a parallel subdirectory structure for them. +Example: For car models, create `Textures/vehicles/car1/`, `Materials/vehicles/car1/`, `Models/vehicles/car1/`, , `Sounds/vehicles/car1/` (etc) directories now.
+**  If different assets belong together, create a parallel subdirectory structure for them. +
+Example: For car models, create `Textures/vehicles/car1/`, `Materials/vehicles/car1/`, `Models/vehicles/car1/`, , `Sounds/vehicles/car1/` (etc) directories now.
 
 .  Agree on a file naming and numbering scheme with the graphic designers. 
 **  Are some assets used interchangeably? Systematic naming and numbering lets developers easily swap out assets by swapping out parts of the path String. 
@@ -118,8 +119,10 @@ Note that UV coords are part of the mesh and not part of the material, so if you
 
 .  Create 3D models in a mesh editor. 
 ..  Create efficient *low-polygon models*. High-polygon models may look pretty in static 3D art contests, but they slow down dynamic games!
-..  <<jme3/advanced/j3m_material_files#,Create materials>> for your models either in the 3D editor, or in the jME3 SDK. Only use the following material features: *Diffuse Map or Diffuse Color (minimum); plus optionally Normal Map, Glow Map, Specular Map.* +Every material feature not listed in the <<jme3/advanced/materials_overview#,Materials Overview>> is unsupported and ignored by JME3's renderer.
-..  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.
+..  <<jme3/advanced/j3m_material_files#,Create materials>> for your models either in the 3D editor, or in the jME3 SDK. Only use the following material features: *Diffuse Map or Diffuse Color (minimum); plus optionally Normal Map, Glow Map, Specular Map.* +
+Every material feature not listed in the <<jme3/advanced/materials_overview#,Materials Overview>> is unsupported and ignored by JME3's renderer.
+..  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 following formats: *.blend, Wavefront .OBJ/.MTL, Ogre .mesh/.material/.scene*.
 ..  *Bake* each texture into one file when exporting. Create a Texture Atlas.
@@ -131,7 +134,8 @@ See also: link:http://www.gamasutra.com/view/feature/2530/practical_texture_atla
 
 [IMPORTANT]
 ====
-*When I load the model in JME3, why does it look different than in the 3D editor?* +3D models will never look identical in a game engine and in a mesh editor. Mesh editors are optimized for high-quality offline rendering, and many of the material and texture options simply do not work in a live rendering context such as games. Also, the shaders that render the materials in JME3 are different implementations than in your mesh editor's renderer. Remind your graphic designers to <<jme3/advanced/materials_overview#,focus on features that game engines support>>.
+*When I load the model in JME3, why does it look different than in the 3D editor?* +
+3D models will never look identical in a game engine and in a mesh editor. Mesh editors are optimized for high-quality offline rendering, and many of the material and texture options simply do not work in a live rendering context such as games. Also, the shaders that render the materials in JME3 are different implementations than in your mesh editor's renderer. Remind your graphic designers to <<jme3/advanced/materials_overview#,focus on features that game engines support>>.
 ====
 
 
@@ -141,7 +145,8 @@ See also: link:http://www.gamasutra.com/view/feature/2530/practical_texture_atla
 Convert all models and scenes to jME3's binary .j3o format to load() them. You use the jMonkeyEngine SDK to do the conversion. 
 
 .  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. +The paths in the j3o now reference files with an absolute `assets/Textures/…` path.
+.  In the SDK, right-click the model and choose “Convert to j3o Binary. +
+The paths in the j3o now reference files with an absolute `assets/Textures/…` path.
 .  Now, move the .j3o into the corresponding `assets/Models/` or `assets/Scenes/` directory. 
 .  Use the AssetManager to load() the .j3o files.
 
@@ -155,7 +160,8 @@ The .j3o file format is an optimized format to store parts of a jME3 scene graph
 *  A .j3o file can contain one shape, one model, or a whole scene.
 *  Only .j3o files can store all of jme3's material options and other features. Other formats can only be considered meshes with UV mapping data and always need extra work.
 *  .j3o files work seamlessly across platforms and can also be automatically adapted for certain platforms on distribution.
-*  (Optional) You can store the model's physical properties, materials, lights, particle emitters, and audio nodes, in the .j3o file. +Use Java commands, or use the <<sdk/scene_composer#,jMonkeyEngine SDK SceneComposer>> as a user-friendly interface to add these properties.
+*  (Optional) You can store the model's physical properties, materials, lights, particle emitters, and audio nodes, in the .j3o file. +
+Use Java commands, or use the <<sdk/scene_composer#,jMonkeyEngine SDK SceneComposer>> as a user-friendly interface to add these properties.
 *  The default Ant build script copies .j3o files, .j3m files, sounds, and textures, into the distributable JAR automatically.