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Texts improvements for better understanding
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gtnardy committed Jun 17, 2024
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2 changes: 1 addition & 1 deletion docs/assets-modding/creating-assets/importing-assets.md
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Expand Up @@ -112,7 +112,7 @@ Inside this folder, you can find all your cooked assets. Example of a Game Conte

After finding the Cooked folder with your assets, we will manually copy it as it will become our [Asset Pack](/core-concepts/assets.mdx).

So just copy the folder into your `Server/Assets/` and create a `Assets.toml` inside of it. Please refer to [Assets Pack Configuration](/core-concepts/assets.mdx#assets-pack-configuration) which you can copy and paste a new version of the file.
Then just copy the folder into your server's `Assets/` directory and create a file named `Assets.toml` inside of it. Please refer to [Assets Pack Configuration](/core-concepts/assets.mdx#assets-pack-configuration) which you can copy and paste a new version of the file.

After copied, rename your Asset Pack folder to a `kebab-case` as it's a mandatory standard for nanos world Assets & Packages names.

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Expand Up @@ -166,7 +166,7 @@ After you completed all steps, you can export them into nanos world! Please refe

## Configuring the Asset Pack

After you cooked your assets and copied the generated folder into your `Server/Assets/`. It's time to configure the Asset Pack! For that please refer to [Configuring your Assets.toml](/assets-modding/creating-assets/importing-assets.md#configuring-your-assetstoml) docs page before proceeding.
After you cooked your assets and copied the generated folder into your server's `Assets/` directory. It's time to configure the Asset Pack! For that please refer to [Configuring your Assets.toml](/assets-modding/creating-assets/importing-assets.md#configuring-your-assetstoml) docs page before proceeding.

Now that you created your Assets.toml and configured the unreal settings, make sure you set up your Static Meshes properly in the `[assets.maps]` category, like that:

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Expand Up @@ -193,7 +193,7 @@ After you completed all steps, you can export them into nanos world! Please refe

## Configuring the Asset Pack

After you cooked your assets and copied the generated folder into your `Server/Assets/`. It's time to configure the Asset Pack! For that please refer to [Configuring your Assets.toml](/assets-modding/creating-assets/importing-assets.md#configuring-your-assetstoml) docs page before proceeding.
After you cooked your assets and copied the generated folder into your server's `Assets/` directory. It's time to configure the Asset Pack! For that please refer to [Configuring your Assets.toml](/assets-modding/creating-assets/importing-assets.md#configuring-your-assetstoml) docs page before proceeding.

Now that you created your Assets.toml and configured the unreal settings, make sure you set up your Static Meshes properly in the `[assets.static_meshes]` category, like that:

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4 changes: 2 additions & 2 deletions docs/core-concepts/assets.mdx
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Expand Up @@ -15,11 +15,11 @@ In order to use custom Assets in your servers, for example to spawn a Prop, or a

## Folder Structure

All Asset Packs go under `Server/Assets/` folder. Each Asset Pack is a folder under that.
All Asset Packs go under the server's `Assets/` directory. Each Asset Pack is a folder under that.

:::info Note

Asset Packs downloaded when connecting to servers or downloaded from the vault will be stored in `Server/Assets/` folder as well!
Asset Packs downloaded when connecting to servers or downloaded from the vault will be stored in server's `Assets/` directory as well!

:::

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2 changes: 1 addition & 1 deletion docs/core-concepts/packages/packages-guide.md
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Expand Up @@ -14,7 +14,7 @@ keywords: [packages, scripting, lua]

## Folder Structure

All Packages must go under `Server/Packages/` folder. Each Package is a folder under that.
All Packages must go under server's `Packages/` directory. Each Package is a folder under that.

They can contain the following folders: `Server`, `Client` and `Shared`. Only **Client** and **Shared** folders will be sent and loaded by the clients when they connect.

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4 changes: 2 additions & 2 deletions docs/getting-started/essential-concepts.mdx
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Expand Up @@ -22,7 +22,7 @@ After reading through this Guide, you will be ready to start programming, moddin

## Asset Packs

Asset Packs are the way for modders to import custom assets into the game, such as new models, textures, sounds, and more. They can be created using Unreal Engine, exported and then added to the `Server/Assets/` directory in nanos world server as an Asset Pack!
Asset Packs are the way for modders to import custom assets into the game, such as new models, textures, sounds, and more. They can be created using Unreal Engine, exported and then added to the server's `Assets/` directory in nanos world server as an Asset Pack!

Each Asset Pack has a configuration file called `Assets.toml`. This configuration is used to list all the assets included in the pack, their paths, and other metadata such as their types, categories, and tags. This file is used by the game to load the assets and make them available for use in Lua scripts through Entities.

Expand Down Expand Up @@ -54,7 +54,7 @@ Packages can be loaded/unloaded dynamically while the server is running with `pa

:::

Each Package is a folder under `Server/Packages/` with a [configuration file](/docs/core-concepts/packages/packages-guide#package-configuration) `Package.toml` inside, on which we define the type of the package and it's relevant settings.
Each Package is a folder under server's `Packages/` directory with a [configuration file](/docs/core-concepts/packages/packages-guide#package-configuration) `Package.toml` inside, on which we define the type of the package and it's relevant settings.

Packages can also have dependencies on other Packages and Asset Packs, which allows scripters to reuse code and assets across multiple Packages. This can help to reduce duplication and improve organization, especially for larger scripts or game-modes.

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