mitm001 5 лет назад
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2249120b85

+ 4 - 4
docs/modules/tutorials/pages/beginner/hello_asset.adoc

@@ -174,7 +174,7 @@ Clear existing text in the guiNode by detaching all its children.
 
 === Loading a Model
 
-Export your 3D model in a xref:ROOT:jme3/features#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 xref: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.
 
 [source,java]
 ----
@@ -229,7 +229,7 @@ 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 xref:ROOT:jme3/features#supported-formats[Supported External File Type], xref:ROOT:jme3/features#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 xref: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.
 
 
 === Model File Formats
@@ -422,5 +422,5 @@ Now you know how to populate the scenegraph with static shapes and models, and h
 
 *  xref:ROOT:jme3/external/blender.adoc[The definitive Blender import tutorial]
 *  xref:ROOT:jme3/intermediate/multi-media_asset_pipeline.adoc[Asset pipeline introduction]
-*  If you want to learn how to load sounds, see xref:hello_audio.adoc[Hello Audio]
-*  If you want to learn more about loading textures and materials, see xref:hello_material.adoc[Hello Material]
+*  If you want to learn how to load sounds, see xref:beginner/hello_audio.adoc[Hello Audio]
+*  If you want to learn more about loading textures and materials, see xref:beginner/hello_material.adoc[Hello Material]

+ 1 - 1
docs/modules/tutorials/pages/beginner/hello_simpleapplication.adoc

@@ -5,7 +5,7 @@
 :keywords: beginner, intro, documentation, init, simpleapplication, basegame
 
 
-*Prerequisites:* This tutorial assumes that you have xref:ROOT:documentation#install[downloaded the jMonkeyEngine SDK].
+*Prerequisites:* This tutorial assumes that you have xref:ROOT:documentation.adoc#install[downloaded the jMonkeyEngine SDK].
 
 In this tutorial series, we assume that you use the jMonkeyEngine xref:ROOT:sdk.adoc[SDK]. As an intermediate or advanced Java developer, you will quickly see that, in general, you can develop jMonkeyEngine code in any integrated development environment (NetBeans IDE, Eclipse, IntelliJ) or even from the xref:ROOT:jme3/simpleapplication_from_the_commandline.adoc[command line].