add index to docs
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		| @@ -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 | ||||||
|   | |||||||
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