Skip to content

Commit

Permalink
Convert all images to relative URLs (#6379)
Browse files Browse the repository at this point in the history
  • Loading branch information
Garanas authored Jul 30, 2024
1 parent feb7451 commit d392b0a
Show file tree
Hide file tree
Showing 17 changed files with 10 additions and 10 deletions.
2 changes: 1 addition & 1 deletion docs/404.html
Original file line number Diff line number Diff line change
Expand Up @@ -21,6 +21,6 @@
<h1>404</h1>

<p><strong>Page not found :(</strong></p>
<img src="../assets/uef-dance.gif">
<img src="{{ 'assets/404.gif' | relative_url }}">
<p>The requested page could not be found.</p>
</div>
2 changes: 1 addition & 1 deletion docs/_config.yml
Original file line number Diff line number Diff line change
Expand Up @@ -4,5 +4,5 @@ theme: just-the-docs
url: https://FAForever.github.io
nav_enabled: true
search_enabled: false
logo: "./assets/FAF_Logo.png"
logo: "./assets/images/logo.png"
favlogo_ico: "./assets/favicon.ico"
File renamed without changes
File renamed without changes
File renamed without changes
File renamed without changes
File renamed without changes
File renamed without changes
File renamed without changes
File renamed without changes
File renamed without changes
Binary file removed docs/assets/postImage/3810.png
Binary file not shown.
10 changes: 5 additions & 5 deletions docs/blender.md
Original file line number Diff line number Diff line change
Expand Up @@ -19,33 +19,33 @@ This guide can also be found on [Youtube](https://youtu.be/pq9os0NhfB4), with th

Open [`PBR Shaders.blend`](./assets/PBR%20shaders.blend) then import the unit you want through `file > import > supreme commander model`. The unit will have a material already attached, but it is the wrong (default) material. If you want multiple models to have the right relative scale to each other, you can scale the object according to the unit's `UniformScale` in its blueprint.

![Adding Unit](./assets/step1.png)
![Adding Unit]({{ 'assets/images/development/blender/step1.png' | relative_url }})

### Changing the material

Change the material that the importer assigned to one of the PBR materials. It's named after the corresponding faction. In a shader editor you can change it by clicking the ball.

![Applying PBR material](./assets/step2.png)
![Applying PBR material]({{ 'assets/images/development/blender/step2.png' | relative_url }})

### Make the material only affect the current model

By default blender will just link to the existing material. Changes here would also affect the original object you got this material from. Make this material a single user by pressing the "2".

![Apply material to specific Unit](./assets/step3.png)
![Apply material to specific Unit]({{ 'assets/images/development/blender/step3.png' | relative_url }})

### Apply the Unit Texture

You can now change the textures to the ones appropriate for your new model. Press the "x".

![remove current texture](./assets/step4.png)
![remove current texture]({{ 'assets/images/development/blender/step4.png' | relative_url }})

Then you can open a new texture. Browse to the correct folder and select the right texture(unit_Albedo.dds).

### Setting Color Space

As a last step you need to make sure that the SpecTeam and Normal map use Non-Color colorspace.

![set to no-color](./assets/step5.png)
![set to no-color]({{ 'assets/images/development/blender/step5.png' | relative_url }})

Otherwise the unit will look kind of odd and blender likes to reset that to sRGB colorspace when changing the image.

Expand Down
2 changes: 1 addition & 1 deletion docs/development-start-here/lua-debugger.md
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ There are various approaches to enabling the debugger:

## Overview

![Screenshot of the debugger where it hit a breakpoint](/assets/development/lua-debugger-01.png)
![Screenshot of the debugger where it hit a breakpoint]({{ 'assets/images/development/lua/debugger-01.png' | relative_url }} )

In general there are three distinct panels:

Expand Down
2 changes: 1 addition & 1 deletion docs/development/developmentEnviroment.md
Original file line number Diff line number Diff line change
Expand Up @@ -93,7 +93,7 @@ Useful extensions if you intent to work with shaders:
Releases can be found [here](https://github.com/FAForever/fa-lua-vscode-extension/releases).

To setup you will want to download the `.vsix` file and install it in VS Code. Follow the steps in the image and you will be able to select the extension file downloaded.
![Extension install](../assets/extension-install.png)
![Extension install]({{ 'assets/images/development/lua/extension-01.png' | relative_url }})

> Note: Whenever there is a new version of the extension you will have to download it and install it again
Expand Down
2 changes: 1 addition & 1 deletion docs/index.md
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ permalink: /

# About Forged Alliance Forever

![Impression of the game](./assets/banner.png)
![Impression of the game]({{ 'assets/images/banner.png' | relative_url }} )

Forged Alliance Forever is a vibrant, community-driven [project](https://github.com/FAForever) designed to enhance the gameplay of [Supreme Commander: Forged Alliance](https://store.steampowered.com/app/9420). Our active community has developed a custom [client](https://github.com/FAForever/downlords-faf-client), [backend](https://github.com/FAForever/server) and [website](https://github.com/FAForever/website). We provide a rich gaming experience with an extensive library of community-made maps, mods and co-op scenarios. The project can be financially supported through [Patreon](https://www.patreon.com/faf).

Expand Down

0 comments on commit d392b0a

Please sign in to comment.