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Update multi-media_asset_pipeline.adoc

Fixed broken new lines.
mitm001 9 лет назад
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      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. 
 .  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.
 .  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. 
 .  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. 
 **  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 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!
 ..  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*.
 .  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.
 ..  *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]
 [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. 
 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.
 .  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. 
 .  Now, move the .j3o into the corresponding `assets/Models/` or `assets/Scenes/` directory. 
 .  Use the AssetManager to load() the .j3o files.
 .  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.
 *  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.
 *  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.
 *  .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.
 *  The default Ant build script copies .j3o files, .j3m files, sounds, and textures, into the distributable JAR automatically.