add index to docs
This commit is contained in:
parent
f5ec062ce0
commit
f320a8c8c7
|
@ -1,3 +1,31 @@
|
||||||
|
# Reference Manual
|
||||||
|
|
||||||
|
## Index
|
||||||
|
- [Exporter](#exporter)
|
||||||
|
+ [Export Properties](#export-properties)
|
||||||
|
+ [Export Failures](#export-failures)
|
||||||
|
+ [Export Behaviour to Know About](#export-behaviour-to-know-about)
|
||||||
|
- [Shadow Volumes](#shadow-volumes)
|
||||||
|
- [Terrain Cutters](#terrain-cutters)
|
||||||
|
- [Collision](#collision)
|
||||||
|
+ [Collision Primitives](#collision-primitives)
|
||||||
|
+ [Collision Meshes](#collision-meshes)
|
||||||
|
+ [Collision Flags](#collision-flags)
|
||||||
|
+ [Vehicles and Collision](#vehicles-and-collision)
|
||||||
|
- [Materials](#materials)
|
||||||
|
+ [Materials.Rendertype](#materialsrendertype)
|
||||||
|
+ [Materials.Transparency Flags](#materialstransparency-flags)
|
||||||
|
+ [Materials.Flags](#materialsflags)
|
||||||
|
+ [Materials.Data](#materialsdata)
|
||||||
|
+ [Materials.Texture Maps](#materialstexture-maps)
|
||||||
|
- [Appendices](#appendices)
|
||||||
|
+ [Appendix Detail Map Blending](#appendix-detail-map-blending)
|
||||||
|
+ [Appendix Normal Map Example](#appendix-normal-map-example)
|
||||||
|
+ [Appendix Cubemap Layout](#appendix-cubemap-layout)
|
||||||
|
+ [Appendix .msh.option Files](#appendix-mshoption-files)
|
||||||
|
+ [Appendix .tga.option Files](#appendix-tgaoption-files)
|
||||||
|
+ [Appendix Rendertypes Table](#appendix-rendertypes-table)
|
||||||
|
|
||||||
## Exporter
|
## Exporter
|
||||||
The currently exporter has pretty straight forward behaviour. It'll grab the current active scene and export it as a .msh file that can be consumed by Zero Editor and modelmunge.
|
The currently exporter has pretty straight forward behaviour. It'll grab the current active scene and export it as a .msh file that can be consumed by Zero Editor and modelmunge.
|
||||||
|
|
||||||
|
@ -62,7 +90,7 @@ This error indicates that an object in your scene has "p_" in it's name, indicat
|
||||||
|
|
||||||
To solve this error consult the [Collision Primitives](#collision-primitives) section and rename the problematic Collision Primitive accordingly. Usually by adding "sphere, "cylinder" or "box" to the name.
|
To solve this error consult the [Collision Primitives](#collision-primitives) section and rename the problematic Collision Primitive accordingly. Usually by adding "sphere, "cylinder" or "box" to the name.
|
||||||
|
|
||||||
### Potential Edge Case Behaviour
|
### Export Behaviour to Know About
|
||||||
|
|
||||||
#### Materials for .msh files must be managed through the added UI panel named "SWBF .msh Properties" is added under the Material context.
|
#### Materials for .msh files must be managed through the added UI panel named "SWBF .msh Properties" is added under the Material context.
|
||||||
Unsurprisingly Blender's modern and sophisticated materials don't map down well/easilly to what .msh files support. Thus seperate properties are provided for all .msh material properties.
|
Unsurprisingly Blender's modern and sophisticated materials don't map down well/easilly to what .msh files support. Thus seperate properties are provided for all .msh material properties.
|
||||||
|
@ -443,6 +471,8 @@ Distortion maps control how Refractive materials distort the scene behind them.
|
||||||
|
|
||||||
### Appendix .tga.option Files
|
### Appendix .tga.option Files
|
||||||
|
|
||||||
|
> TODO: Should this section exist?
|
||||||
|
|
||||||
> TODO: Write this section.
|
> TODO: Write this section.
|
||||||
|
|
||||||
### Appendix Rendertypes Table
|
### Appendix Rendertypes Table
|
||||||
|
|
Loading…
Reference in New Issue