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c56f258377

+ 1 - 1
src/docs/asciidoc/jme3/external/blender.adoc

@@ -326,7 +326,7 @@ 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 <<jme3/features#supported-formats,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 <<jme3/features#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.

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src/docs/asciidoc/jme3/faq.adoc

@@ -158,7 +158,7 @@ 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 <<jme3/intermediate/multi-media_asset_pipeline#,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 <<jme3/features#supported-formats,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 <<jme3/features#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.
 
@@ -174,7 +174,7 @@ 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 <<jme3/features#supported-formats,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 <<jme3/features#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]
 ----

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src/docs/asciidoc/jme3/intermediate/multi-media_asset_pipeline.adoc

@@ -11,7 +11,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 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 <<jme3/external/blender#,create models>> in a 3D mesh editor, for example link:http://blender.org[Blender], and export them in GLTF, Wavefront OBJ, or any supported <<jme3/features#supported-formats,3D Model Type>>.
+*  You <<jme3/external/blender#,create models>> in a 3D mesh editor, for example link:http://blender.org[Blender], and export them in GLTF, Wavefront OBJ, or any <<jme3/features#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
@@ -124,7 +124,7 @@ Every material feature not listed in the <<jme3/advanced/materials_overview#,Mat
 ..  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 <<jme3/features#supported-formats,3D model types>>.
+.  Export the model mesh in one of the supported <<jme3/features#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*!
 

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src/docs/asciidoc/jme3/jme3_source_structure.adoc

@@ -261,4 +261,4 @@ a| Standard Fonts
 
 |===
 
-See also supported <<jme3/features#supported-formats,File Types>>.
+See also: <<jme3/features#supported-formats,Supported Formats>>.

+ 1 - 1
src/docs/asciidoc/sdk/model_loader_and_viewer.adoc

@@ -11,7 +11,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 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 <<jme3/features#supported-formats,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 <<jme3/features#supported-external-file-types,Supported External File Types>> and their export/conversion options for more info.
 
 [WARNING]
 ====