Skip to content

Commit 039dbe0

Browse files
authored
Merge pull request QodotPlugin#11 from LeotomasMC/master
fix some dead links
2 parents 958abd4 + d92fd86 commit 039dbe0

File tree

2 files changed

+7
-7
lines changed

2 files changed

+7
-7
lines changed

docs/beginner's-guide-to-qodot/loading-textures.md

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -39,7 +39,7 @@ Both the file path and texture name cannot contain UTF-8 characters or spaces.
3939

4040
This is effective if you have multiple projects using Qodot, or if you need to use any entity definitions.
4141

42-
1. Create a [Game Definition](../entities/cfg.html)
42+
1. Create a [Game Definition](../entities/game-definition.html)
4343
2. Open Trenchbroom
4444
3. Click "New Map"
4545
4. Go to "Preferences"
@@ -49,7 +49,7 @@ This is effective if you have multiple projects using Qodot, or if you need to u
4949
8. In Godot, set the Textures Dir of your QodotMap node to your /textures folder
5050
9. Click Build Map to see the results
5151

52-
If you need more guidance on these steps, consider reading the page on [Game Definitions](../entities/cfg.html) to create a personalized Trenchbroom setup for your project.
52+
If you need more guidance on these steps, consider reading the page on [Game Definitions](../entities/game-definition.html) to create a personalized Trenchbroom setup for your project.
5353

5454
# The Next Step
5555

@@ -60,5 +60,5 @@ Here are some common next steps for developers:
6060
| Next step | Link |
6161
| :------------------------------------------------------------------ | :------------------------- |
6262
| Apply materials and shaders to brushes: | [Textures](../materials.md) |
63-
| Place Godot scenes using Trenchbroom: | [Entities](../entities.md) |
63+
| Place Godot scenes using Trenchbroom: | [Entities](../entities) |
6464
| Prepare a project for scaling up: | [Best Practices](../best-practices.md) |

docs/tips-for-veterans.md

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -11,12 +11,12 @@ This is a list of caviats about the Qodot workflow that is likely to change the
1111
## Assets
1212

1313
- Drop a .jpg or .png into your project to add new textures. See [Materials](materials.md) for more info.
14-
- Model support isn't as flexible as something like Source. Each point entity can only display one model in the Trenchbroom editor. See [Entities](entities.md) for more info.
14+
- Model support isn't as flexible as something like Source. Each point entity can only display one model in the Trenchbroom editor. See [Entities](docs/entities) for more info.
1515

1616
## Gameplay
17-
- With the default Qodot.fgd, you can turn off a brush's collision by making it a func_illusionary. You can add this definition to your own FGD to replicate this behaviour. See [Entities](entities.md) for more info.
17+
- With the default Qodot.fgd, you can turn off a brush's collision by making it a func_illusionary. You can add this definition to your own FGD to replicate this behaviour. See [Entities](docs/entities) for more info.
1818
- You can combine multiple QodotMap nodes in one Godot scene, and use this to instantiate repetitive/procedural geometry in your Godot scene.
19-
- If you want a feature from a specific game, like Source's `func_breakable_surf`, you'll need to implement it yourself using [Entities](entites.md), or refer to community repositories like [Qodot Entities on Github](https://github.com/RhapsodyInGeek/qodot-entities) for other's creations.
19+
- If you want a feature from a specific game, like Source's `func_breakable_surf`, you'll need to implement it yourself using [Entities](docs/entites), or refer to community repositories like [Qodot Entities on Github](https://github.com/RhapsodyInGeek/qodot-entities) for other's creations.
2020

2121
## Geometry
2222

@@ -70,4 +70,4 @@ One option is to use Worldspawn Layers to collect brushes under a single StaticB
7070

7171
See the Qodot demo scenes for an example of splitting brushes by Worldspawn Layers.
7272

73-
You can also use Solid Classes to replicate the effect of Worldspawn Layers, but you'll lose the ability to tie additional Solid Class behaviour to any of its child brushes, without duplicating classes unnecessarily. See [Entities](entities.md) for more info on creating a Solid Class.
73+
You can also use Solid Classes to replicate the effect of Worldspawn Layers, but you'll lose the ability to tie additional Solid Class behaviour to any of its child brushes, without duplicating classes unnecessarily. See [Entities](docs/entities) for more info on creating a Solid Class.

0 commit comments

Comments
 (0)