Made docs use horizontal rules after headers

This commit is contained in:
Ben C 2022-05-01 19:23:11 -04:00
parent cd29de9ddd
commit db9052fae5
9 changed files with 52 additions and 16 deletions

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docs/Pipfile.lock generated
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@ -50,11 +50,11 @@
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@ -2,6 +2,7 @@ Title: API
Sort_Priority: 40
## How to use the API
___
First create the following interface in your mod:

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@ -2,6 +2,7 @@ Title: Detailing
Sort_Priority: 90
## Details/Scatterer
___
For physical objects there are currently two ways of setting them up: specify an asset bundle and path to load a custom asset you created, or specify the path to the item you want to copy from the game in the scene hierarchy. Use the [Unity Explorer](https://outerwildsmods.com/mods/unityexplorer){ target="_blank" } mod to find an object you want to copy onto your new body. Some objects work better than others for this. Good luck. Some pointers:
- Use "Object Explorer" to search
@ -9,6 +10,7 @@ For physical objects there are currently two ways of setting them up: specify an
- Generally you can find planets by writing their name with no spaces/punctuation followed by "_Body".
## Asset Bundles
___
Here is a template project: [Outer Wilds Unity Template](https://github.com/xen-42/outer-wilds-unity-template){ target="_blank" }
@ -47,10 +49,12 @@ public class CreateAssetBundles
6. Copy the asset bundle and asset bundle .manifest files from StreamingAssets into your mod's "planets" folder. If you did everything properly they should work in game. To double-check everything is included, open the .manifest file in a text editor to see the files included and their paths.
## Importing a planet's surface from Unity
___
Making a planet's entire surface from a Unity prefab is the exact same thing as adding one single big detail at position (0, 0, 0).
## Examples
___
To add a Mars rover to the red planet in [RSS](https://github.com/xen-42/outer-wilds-real-solar-system), its model was put in an asset bundle as explained above, and then the following was put into the `Props` module:

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@ -2,6 +2,7 @@ Title: Dialogue
Sort_Priority: 50
## Dialogue
___
Here's an example dialogue XML:

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@ -5,10 +5,12 @@ Sort_Priority: 100
![New Horizons Logo]({{ 'images/home/home_logo.webp'|static }})
# Outer Wilds New Horizons
___
This is the official documentation for [New Horizons](https://github.com/xen-42/outer-wilds-new-horizons){ target="_blank" }
## Getting Started
___
Before starting, go into your in-game mod settings for New Horizons and switch Debug mode on. This allows you to:
@ -114,11 +116,13 @@ To see all the different things you can put into a config file check out the [Ce
Check out the rest of the site for how to format [star system]({{ 'Star System Schema'|route}}), [dialogue]({{ 'Dialogue Schema'|route}}), [ship log]({{ 'Shiplog Schema'|route}}), and [translation]({{ 'Translation Schema'|route}}) files!
## Publishing Your Mod
___
Once your mod is complete, you can use the [addon creation tool](https://outerwildsmods.com/custom-worlds/create/){ target="_blank" } to upload your mod to the database.
Alternatively, you can use the [planet creation template](https://github.com/xen-42/ow-new-horizons-config-template#readme){ target="_blank" } GitHub template if you're familiar with Git and GitHub
## Helpful Resources
___
The texturemap/heightmap feature was inspired by the Kerbal Space Program mod Kopernicus. A lot of the same techniques that apply to
planet creation there apply to New Horizons. If you need help with planetary texturing, check out [The KSP texturing guide](https://forum.kerbalspaceprogram.com/index.php?/topic/165285-planetary-texturing-guide-repository/){ target="_blank" }.

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@ -3,6 +3,7 @@ Description: Hehe funny secret
Hide_In_Nav: True
# Hello!!
___
Uh idk what to put here thought it would be funny haha

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@ -3,9 +3,11 @@ Description: A guide to editing the ship log in New Horizons
Sort_Priority: 70
# Intro
___
Welcome! this page outlines how to create a custom ship log.
## Helpful Mods
___
These mods are useful when developing your ship log
@ -14,6 +16,7 @@ These mods are useful when developing your ship log
- [Save Editor](https://outerwildsmods.com/mods/saveeditor){ target="_blank" }
## Helpful Tools
___
These tools/references are highly recommended
@ -24,10 +27,12 @@ These tools/references are highly recommended
- [The Examples Mod](https://github.com/xen-42/ow-new-horizons-examples){ target="_blank" }
# Understanding Ship Logs
___
First thing's first, I'll define some terminology regarding ship logs in the game, and how ship logs are structured.
## Entries
___
An entry is a card you see in rumor mode, it represents a specific area or concept in the game, such as Timber Hearth's
village or the southern observatory on Brittle Hollow.
@ -53,6 +58,7 @@ Entries can be children of other entries, meaning they'll be smaller.
*The murals at the old settlement on Brittle Hollow are examples of child entries*
## Rumor Facts
___
A rumor fact represents the information you might hear about a specific area or concept, usually, you get these through
dialogue or maybe by observing a faraway planet.
@ -60,18 +66,21 @@ dialogue or maybe by observing a faraway planet.
![rumorFactExample]({{ "images/ship_log/rumor_example.webp"|static }})
## Explore Facts
___
Explore facts represent the information you learn about a specific area or concept.
![exploreFactExample]({{ "images/ship_log/explore_example.webp"|static }})
# The XML
___
Now that we know some terminology, let's get into how the XML works.
Every planet in the ship log is represented by a single XML file, you can see this if you use the unity explorer mod and
navigate to ShipLogManager.
## Example File
___
```xml
<!-- Example File -->
@ -150,6 +159,7 @@ navigate to ShipLogManager.
```
## Using The Schema
___
In the example XML, you may notice something like `xsi:noNamespaceSchemaLocation` at the top, this tells whatever editor
you're using that the file at that link is the schema. The game simply ignores this though, so it won't be able to catch
@ -158,6 +168,7 @@ Some editors may require you to [Trust](https://code.visualstudio.com/docs/edito
the schema file. Doing this varies per-editor, and you may also have to right-click the link and click download.
## Loading The File
___
You can load your XML file to your planet by doing adding the following to your planet's config
@ -172,6 +183,7 @@ You can load your XML file to your planet by doing adding the following to your
# Rumor Mode Options
## Entry Layout
___
By default, entries in rumor mode are laid out by rows, where each row is one planet. This will not make for a perfect
layout, so you can use the `entryPositions` property to change them
@ -205,6 +217,7 @@ For example, if I want to change an entry with the ID of `EXAMPLE_ENTRY` and ano
*A set of entries laid out with auto mode*
## Images
___
Custom entry images are a bit different from other custom images, instead of pointing to each file for each entry, you
point to a folder:
@ -224,6 +237,7 @@ you set alternate sprites by making a file with the entry's ID and `_ALT` at the
would be `EXAMPLE_ENTRY_ALT.png`.
## Curiosity Colors
___
Colors for each curiosity is given in a list, so if I wanted the curiosity `EXAMPLE_ENTRY` to have a color of blue:
@ -256,8 +270,10 @@ Colors for each curiosity is given in a list, so if I wanted the curiosity `EXAM
*The curiosity's color is changed to blue*
# Map Mode Options
___
## Layout
___
Layout in map mode can be handled in two different ways, either manual or automatic, if you try to mix them you'll get
an error.
@ -424,10 +440,12 @@ between Ash Twin and Ember Twin)
As you can see, they have similar properties to planets, with the addition of rotation
# Revealing Facts
___
Of course, having a custom ship log is neat and all, but what use is it if the player can't unlock it?
## Initial Reveal
___
You can set facts to reveal as soon as the player enters the system by adding the `initialReveal` property
@ -443,6 +461,7 @@ You can set facts to reveal as soon as the player enters the system by adding th
```
## Signal Discovery
___
You can set a fact to reveal as soon as a signal is identified by editing the signal's `Reveals` attribute
@ -463,6 +482,7 @@ You can set a fact to reveal as soon as a signal is identified by editing the si
```
## Dialogue
___
You can set a fact to reveal in dialogue with the `<RevealFacts>` tag
@ -484,6 +504,7 @@ You can set a fact to reveal in dialogue with the `<RevealFacts>` tag
```
## Reveal Volumes
___
Reveal volumes are triggers/colliders in the world that can unlock facts from a variety of actions.
Reveal volumes are specified in the `Props` module, its key is `reveal`.
@ -551,6 +572,7 @@ trigger the reveal
```
# Setting Entry Locations
___
Entry locations are the "Mark On HUD" option you see when in map mode, this allows the player to go back to where they
were in the event of the big funny.

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@ -2,6 +2,7 @@ Title: Translations
Sort_Priority: 60
## Translations
___
There are 12 supported languages in Outer Wilds: english, spanish_la, german, french, italian, polish, portuguese_br, japanese, russian, chinese_simple, korean, and turkish.

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@ -2,6 +2,7 @@ Title: Update Planets
Sort_Priority: 80
## Update Existing Planets
___
Similar to above, make a config where "Name" is the name of the planet. The name should be able to just match their in-game english names, however if you encounter any issues with that here are the in-code names for planets that are guaranteed to work: `SUN`, `CAVE_TWIN` (Ember Twin), `TOWER_TWIN` (Ash Twin), `TIMBER_HEARTH`, `BRITTLE_HOLLOW`, `GIANTS_DEEP`, `DARK_BRAMBLE`, `COMET` (Interloper), `WHITE_HOLE`, `WHITE_HOLE_TARGET` (Whitehole station I believe), `QUANTUM_MOON`, `ORBITAL_PROBE_CANNON`, `TIMBER_MOON` (Attlerock), `VOLCANIC_MOON` (Hollow's Lantern), `DREAMWORLD`, `MapSatellite`, `RINGWORLD` (the Stranger).
@ -20,6 +21,7 @@ You can also delete parts of an existing planet. Here's part of an example confi
In `childrenToDestroy` you list the relative paths for the children of the planet's gameObject that you want to delete.
## Destroy Existing Planets
___
You do this (but with the appropriate name) as its own config.
```json