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	Added CSS to drop shadow of figure images
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					 8 changed files with 23 additions and 12 deletions
				
			
		
							
								
								
									
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								docs/source/_static/figures.css
									
									
									
									
									
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							|  | @ -0,0 +1,5 @@ | |||
| .figure img { | ||||
|     display: block; | ||||
|     margin: auto; | ||||
|     box-shadow: 10px 10px 40px -5px #bbbbbb; | ||||
| } | ||||
|  | @ -134,7 +134,7 @@ primary_domain = 'c' | |||
| 
 | ||||
| # The theme to use for HTML and HTML Help pages.  See the documentation for | ||||
| # a list of builtin themes. | ||||
| html_theme = 'default' | ||||
| html_theme = 'sphinx_rtd_theme' | ||||
| 
 | ||||
| # Theme options are theme-specific and customize the look and feel of a theme | ||||
| # further.  For a list of options available for each theme, see the | ||||
|  | @ -144,21 +144,27 @@ html_theme = 'default' | |||
| # Add any paths that contain custom themes here, relative to this directory. | ||||
| #html_theme_path = [] | ||||
| 
 | ||||
| #html_css_files = 'figures.css'         use this once Sphinx 1.8 is released!!! | ||||
| 
 | ||||
| def setup(app): | ||||
|     app.add_stylesheet('figures.css') | ||||
| 
 | ||||
| 
 | ||||
| # The name for this set of Sphinx documents.  If None, it defaults to | ||||
| # "<project> v<release> documentation". | ||||
| #html_title = None | ||||
| 
 | ||||
| # A shorter title for the navigation bar.  Default is the same as html_title. | ||||
| #html_short_title = None | ||||
| #html_short_title = 'OpenMW Documentation' | ||||
| 
 | ||||
| # The name of an image file (relative to this directory) to place at the top | ||||
| # of the sidebar. | ||||
| #html_logo = None | ||||
| #html_logo = 'https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/_static/images/openmw.png' | ||||
| 
 | ||||
| # The name of an image file (within the static path) to use as favicon of the | ||||
| # docs.  This file should be a Windows icon file (.ico) being 16x16 or 32x32 | ||||
| # pixels large. | ||||
| #html_favicon = None | ||||
| #html_favicon = 'https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/_static/images/favicon.png' | ||||
| 
 | ||||
| # Add any paths that contain custom static files (such as style sheets) here, | ||||
| # relative to this directory. They are copied after the builtin static files, | ||||
|  |  | |||
										
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|  | @ -24,7 +24,7 @@ We will start by launching OpenMW CS, the location of the program depends on | |||
| your operating system. You will be presented with a dialogue with three | ||||
| options: create a new game, create a new addon, edit a content file. | ||||
| 
 | ||||
| .. figure:: _static/images/chapter-1/opening-dialogue.png | ||||
| .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/opening-dialogue.png | ||||
|    :alt: Opening dialogue with three option and setting button (the wrench) | ||||
| 
 | ||||
| The first option is for creating an entirely new game, that's not what we want. | ||||
|  | @ -37,7 +37,7 @@ optionally a number of other addons we want to depend on. The name of the | |||
| project is arbitrary, it will be used to identify the addon later in the OpenMW | ||||
| launcher. | ||||
| 
 | ||||
| .. figure:: _static/images/chapter-1/new-project.png | ||||
| .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/new-project.png | ||||
|    :alt: Creation dialogue for a new project, pick content modules and name | ||||
| 
 | ||||
| Choose Morrowind as your content file and enter `Ring of Night Vision` as the | ||||
|  | @ -47,7 +47,7 @@ to, but for this mod the base game is enough. | |||
| Once the addon has been created you will be presented with a table. If you see | ||||
| a blank window rather than a table choose *World* → *Objects* from the menu. | ||||
| 
 | ||||
| .. figure:: _static/images/chapter-1/objects.png | ||||
| .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/new-project.png | ||||
|    :alt: The table showing all object records in the game. | ||||
| 
 | ||||
| Let's talk about the interface for a second. Every window in OpenMW CS has | ||||
|  | @ -83,7 +83,7 @@ We need to enter an *ID* (short for *identifier*) and pick the type. The | |||
| identifier is a unique name by which the ring can later be identified; I have | ||||
| chosen `ring_night_vision`. For the type choose *Clothing*. | ||||
| 
 | ||||
| .. figure:: _static/images/chapter-1/add-record.png | ||||
| .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/add-record.png | ||||
|    :alt: Enter the ID and type of the new ring | ||||
| 
 | ||||
| The table should jump right to our newly created record, if not read further | ||||
|  | @ -101,7 +101,7 @@ instead of using the context menu; the default is double-clicking while | |||
| holding down the shift key. | ||||
| 
 | ||||
| 
 | ||||
| .. figure:: _static/images/chapter-1/edit-record.png | ||||
| .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/edit-record.png | ||||
|    :alt: Edit the properties of the record in a separate panel | ||||
| 
 | ||||
| You can set the name, weight and coin value as you like, I chose `Ring of Night | ||||
|  | @ -221,7 +221,7 @@ The simplest way is probably to add it to the inventory of a shopkeeper. | |||
| An obvious candidate is Arrille in Seyda Neen - he's quick to find in a new game | ||||
| and he's easy to find in the CS as his name comes early alphabetically. | ||||
| 
 | ||||
| .. figure:: _static/images/chapter-1/Ring_to_Arrille.png | ||||
| .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Arrille.png | ||||
|    :alt: Putting the ring into Arrille's inventory | ||||
| 
 | ||||
| Open the CS and open the *Objects* table (*World* → *Objects*). | ||||
|  | @ -239,7 +239,7 @@ So set his stock level too high for him to wear them all (3 works, 2 might do). | |||
| Another possibilty, again in Seyda Neen making it easy to access, would be for | ||||
| Fargoth to give it to the player in exchange for his healing ring. | ||||
| 
 | ||||
| .. figure:: _static/images/chapter-1/Ring_to_Fargoth_1.png | ||||
| .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Fargoth_1.png | ||||
|    :alt: Editing Fargoth to give ring to player | ||||
| 
 | ||||
| Open the *Topicinfo* Table (*Characters* → *Topic Infos*). Use a filter !string(Topic,ring) | ||||
|  | @ -251,7 +251,7 @@ to give the ring to the player - the same as used earlier in the console | |||
| 
 | ||||
|    player->AddItem "ring_night_vision" 1 | ||||
| 
 | ||||
| .. figure:: _static/images/chapter-1/Ring_to_Fargoth_2.png | ||||
| .. figure:: https://gitlab.com/OpenMW/openmw-docs/raw/master/docs/source/manuals/openmw-cs/_static/images/chapter-1/Ring_to_Fargoth_2.png | ||||
|    :alt: Editing Fargoth to give ring to player | ||||
| 
 | ||||
| Placing in a chest | ||||
|  |  | |||
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