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Removed references to importing and converting blender files.

mitm 5 éve
szülő
commit
4f7715fa92
1 módosított fájl, 7 hozzáadás és 12 törlés
  1. 7 12
      src/docs/asciidoc/jme3/external/blender.adoc

+ 7 - 12
src/docs/asciidoc/jme3/external/blender.adoc

@@ -35,7 +35,7 @@ It's important to note that each used texture will create one separate geometry.
 
 === Animations
 
-Animations for jME3 have to be bone animations, simple object movement is supported by the blender importer, mesh deformation or other forms of animation are not supported.
+Animations for jME3 have to be bone animations, mesh deformation or other forms of animation are not supported.
 
 To create an animation from scratch do the following:
 
@@ -305,11 +305,11 @@ The goal of this tutorial is to explain briefly how to bake light map in blender
 
 
 *  In the mesh tab you can see the sets of Uvs, it will create the first one.
-**  You can assign w/e texture on it, i used the built in checker of blender for the example.
+**  You can assign w/e texture on it, I used the built in checker of blender for the example.
 
 *  In this list, create a new one and click on the camera icon so that baking is made with this set. Name it LightUvMap.
 *  In the 3D view in edit mode select all your mesh vertice and hit 'U'/LightMap pack then ok it will unfold the mesh for light map.
-*  Create a new image, go to the render tab an all at the end check the “Bake section and select shadows. Then click bake.
+*  Create a new image, go to the render tab an all at the end check the "`Bake`" section and select shadows. Then click bake.
 *  If all went ok it will create a light map like this.
 **  image:jme3/advanced/2.jpg[2.jpg,width="600",height=""]
 
@@ -325,25 +325,20 @@ 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 the ogre exporter (or import it directly via the blend importer), and turn it into J3o with the SDK.
+Once this is done, export your model with one of the supported <</jme3/intermediate/file_types#supported-external-file-types,3d model types>> and convert it into a `.j3o` with the SDK, or the JME link:https://javadoc.jmonkeyengine.org/v3.3.0-beta1/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.
-*  Make sure you check “SeparateTexCoords
+*  Make sure you check "`SeparateTexCoords`"
 **  image:jme3/advanced/5.jpg[5.jpg,width="600",height=""]
 
 *  It should roughly result in something like that :
 **  image:jme3/advanced/6.jpg[6.jpg,width="600",height=""]
 
 
-The blend file, the ogre xml files and the textures can be found in the download section of the google code repo
-
-link:http://code.google.com/p/jmonkeyengine/downloads/detail?name=LightMap.zip&can=2&q=#makechanges[http://code.google.com/p/jmonkeyengine/downloads/detail?name=LightMap.zip&amp;can=2&amp;q=#makechanges]
-
-
 == Modelling racing tracks and cars
 
-Follow the link below to a pdf tutorial by rhymez where I guide you to modelling a car and importing it to the jMonkeyengine correctly and edit it in the vehicle editor.Plus how to model a simple racing track.
+Follow the link below to a pdf tutorial by rhymez where I guide you to modelling a car and importing it to the jMonkeyEngine correctly and edit it in the vehicle editor.Plus how to model a simple racing track.
 link:http://www.indiedb.com/games/street-rally-3d/downloads/modelling-in-blender-to-the-jmonkeyengine[http://www.indiedb.com/games/street-rally-3d/downloads/modelling-in-blender-to-the-jmonkeyengine]
 
 
@@ -392,7 +387,7 @@ So let's get started
 
 [TIP]
 ====
-The SDK also contains an image editor, right-click the image and select “edit image to open it.
+The SDK also contains an image editor, right-click the image and select "`edit`" image to open it.
 ====