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docs: fix typo, add information about asset previews
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skarndev committed Apr 12, 2023
1 parent 04a8610 commit 41bd93e
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2 changes: 1 addition & 1 deletion docs/source/configuration.rst
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Expand Up @@ -62,7 +62,7 @@ The ``Options`` window should appear.
2. Make sure that both ``Skeletal Mesh`` and ``Static Mesh`` under the ``Mesh Export`` section are set to `ActorX`. The
``umodel_tools`` Blender add-on supports only the .psk/.pskx files as mesh assets.
3. Make sure that ``Texture format`` under ``Texture Export`` section is set to ``PNG``. Other extensions are also
supported by the the add-on, but `.png` is more reliable, and can be easily opened by various graphics software.
supported by the add-on, but `.png` is more reliable, and can be easily opened by various graphics software.
4. Leave all other settings unchanged (as shown on the picture), and git ``OK`` to save the settings.

As the configuration is over, it is recommended to export **the entire** game into the export folder. In order to do
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4 changes: 3 additions & 1 deletion docs/source/usage.rst
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Expand Up @@ -57,4 +57,6 @@ menu, typically located at the top of the viewport.
Assets imported with any operation are marked as Blender assets. The add-on automatically takes care of adding the
files into the ``.cats.txt`` file which preserves the directory tree in the asset browser. In order to see the
assets in the asset browser, make sure to set the value of current profile's ``Asset directory`` parameter as an
asset search path (``Edit`` -> ``Preferences`` -> ``File Paths`` -> ``Asset Libraries`` -> ``Add Asset Library``).
asset search path (``Edit`` -> ``Preferences`` -> ``File Paths`` -> ``Asset Libraries`` -> ``Add Asset Library``).
For now the assets do not have their previews generated automatically. You can use
`this addon <https://github.com/Gorgious56/asset_browser_utilities>`_ to batch generate them.

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