Merge branch 'rtd' into 'master'

Fix most of reStructuredText warnings

See merge request OpenMW/openmw!1351
pull/3222/head
Alexei Kotov 3 years ago
commit 7509ea0e05

@ -105,10 +105,10 @@ If you are running macOS, you can also download Morrowind through Steam:
#. Launch the Steam client and let it download. You can then find ``Morrowind.esm`` at
``~/Library/Application Support/Steam/steamapps/common/The Elder Scrolls III - Morrowind/Data Files/``
Linux
----
Debian/Ubuntu - using "Steam Proton" & "OpenMW launcher".
----
Linux
-----
Debian/Ubuntu - using "Steam Proton" & "OpenMW launcher".
---------------------------------------------------------
#. Install Steam from "Ubuntu Software" Center
#. Enable Proton (basically WINE under the hood). This is done in the Steam client menu drop down. Select, "Steam | Settings" then in the "SteamPlay" section check the box next to "enable steam play for all other titles"
#. Now Morrowind should be selectable in your game list (as long as you own it). You can install it like any other game, choose to install it and remember the directory path of the location you pick.

@ -154,9 +154,9 @@ A push is just copying those "committed" changes to your online repo.
(Commit and push can be combined in one step in PyCharm, so yay)
Once you've pushed all the changes you need to contribute something to the project, you will then submit a pull request,
so called because you are *requesting* that the project maintainers "pull"
and merge the changes you've made into the project master repository. One of the project maintainers will probably ask
you to make some corrections or clarifications. Go back and repeat this process to make those changes,
and repeat until they're good enough to get merged.
and merge the changes you've made into the project master repository. One of the project maintainers will probably ask
you to make some corrections or clarifications. Go back and repeat this process to make those changes,
and repeat until they're good enough to get merged.
So to go over all that again. You rebase *every* time you start working on something to ensure you're working on the most
updated version (I do literally every time I open PyCharm). Then make your edits.

@ -441,7 +441,7 @@ Some mods add harvestable container models. When this setting is enabled, activa
When this setting is turned off or when activating a regular container, the menu will open as usual.
allow actors to follow over water surface
---------------------
-----------------------------------------
:Type: boolean
:Range: True/False

@ -61,7 +61,7 @@ Mipmapping is a way of reducing the processing power needed during minification
by pregenerating a series of smaller textures.
notify on saved screenshot
--------------
--------------------------
:Type: boolean
:Range: True/False

@ -51,6 +51,7 @@ Determines whether grass should respond to the player treading on it.
.. list-table:: Modes
:header-rows: 1
* - Mode number
- Meaning
* - 0
@ -77,6 +78,7 @@ How far away from the player grass can be before it's unaffected by being trod o
.. list-table:: Presets
:header-rows: 1
* - Preset number
- Range (Units)
- Distance (Units)

@ -125,6 +125,7 @@ max local viewing distance
This setting controls the viewing distance on local map when 'distant terrain' is enabled.
If this setting is greater than the viewing distance then only up to the viewing distance is used for local map, otherwise the viewing distance is used.
If view distance is changed in settings menu during the game, then viewable distance on the local map is not updated.
.. warning::
Increasing this setting can increase cell load times,
because the localmap take a snapshot of each cell contained in a square of 2 x (max local viewing distance) + 1 square.

@ -1,5 +1,5 @@
Navigator Settings
################
##################
Main settings
*************
@ -43,7 +43,7 @@ Increasing this value may decrease performance.
It's a limitation of `Recastnavigation <https://github.com/recastnavigation/recastnavigation>`_ library.
wait until min distance to player
------------------------------
---------------------------------
:Type: integer
:Range: >= 0
@ -87,7 +87,7 @@ Memory will be consumed in approximately linear dependency from number of nav me
But only for new locations or already dropped from cache.
min update interval ms
----------------
----------------------
:Type: integer
:Range: >= 0
@ -181,7 +181,7 @@ Every nav mesh is visible and every update is noticable.
Potentially decreases performance.
enable agents paths render
-------------------
--------------------------
:Type: boolean
:Range: True/False
@ -193,7 +193,7 @@ Works even if Navigator is disabled.
Potentially decreases performance.
enable recast mesh render
----------------------
-------------------------
:Type: boolean
:Range: True/False

@ -241,7 +241,7 @@ lighting` is on.
This setting has no effect if :ref:`lighting method` is 'legacy'.
minimum interior brightness
------------------------
---------------------------
:Type: float
:Range: 0.0-1.0

@ -15,7 +15,7 @@ Normal maps from Morrowind to OpenMW
- `Tutorial - Morrowind, Part 2`_
General introduction to normal map conversion
------------------------------------------------
---------------------------------------------
:Authors: Joakim (Lysol) Berg, Alexei (Capo) Dobrohotov
:Updated: 2020-03-03
@ -34,7 +34,7 @@ There are several techniques for bump-mapping, and normal-mapping is the most co
So let's get on with it.
OpenMW normal-mapping
************************
*********************
Normal-mapping in OpenMW works in a very simple way: The engine just looks for a texture with a *_n.dds* suffix,
and you're done.
@ -70,7 +70,7 @@ settings.cfg_-file. Add these rows where it would make sense:
See OpenMW's wiki page about `texture modding`_ to read more about it.
Morrowind bump-mapping
*****************************************************
**********************
**Conversion difficulty:**
*Varies. Sometimes quick and easy, sometimes time-consuming and hard.*
@ -93,7 +93,7 @@ In this case you can benefit from OpenMW's normal-mapping support by using these
This means that you will have to drop the bump-mapping references from the model and sometimes rename the texture.
MGE XE normal-mapping
***************************************
*********************
**Conversion difficulty:**
*Easy*
@ -169,7 +169,7 @@ depending on a few circumstances. In this tutorial, we will look at a very easy,
although in some cases a bit time-consuming, example.
Tutorial - Morrowind, Part 1
**********************
****************************
We will be converting a quite popular texture replacer of the Hlaalu architecture, namely Lougian's `Hlaalu Bump mapped`_.
Since this is just a texture pack and not a model replacer,
@ -201,7 +201,7 @@ We ignored those model files since they are not needed with OpenMW. In this tuto
we will convert a mod that includes new, custom-made models. In other words, we cannot just ignore those files this time.
Tutorial - Morrowind, Part 2
**********************
****************************
The sacks included in Apel's `Various Things - Sacks`_ come in two versions without bump-mapping, and with bump-mapping.
Since we want the glory of normal-mapping in our OpenMW setup, we will go with the bump-mapped version.

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