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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
 == 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.
 *  Create material for it using the lighting definition.
 *  Add the colorMap in the diffuse map slot and the lightMap in the light map slot.
 *  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?
 === 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>>. +
 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 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.
 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?
 === 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]
 [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).
 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 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.
 *  You create sounds in an audio editor, for example link:http://audacity.sourceforge.net[Audacity], and export them as WAVE or OGG.
 
 
 == Asset Pipeline
 == 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). +
 ..  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.
 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.
 ..  *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*!
 ..  *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>>.

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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.
 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]
 [WARNING]
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