diff --git a/README.md b/README.md index a41530f..4ca180f 100644 --- a/README.md +++ b/README.md @@ -13,23 +13,23 @@ and all that stuff) to be exported in a way that keeps the skinning information, we have to go about it in a more roundabout way: - Export the model as a Resonite Package, place in `test/Test.resonitepackage` -- Open the package, which is actually just disguised `.zip` archive -- Parse the `R-Main.record` entry, a JSON file +- Open the package, which is actually just a disguised `.zip` archive +- Read the `R-Main.record` entry, a JSON file - The `assetUri` field points to the main asset file in the archive -- Parse this file using [BSON], a horrible "Binary JSON" format +- Parse this file using [BSON], a very horrible "Binary JSON" format - The resulting `DataTree` contains the hierarchical node and component info - Types are encoded as IDs, which we can decode using a lookup array -- Process supported asset types: Meshes, textures, and materials +- Process assets we care about, so meshes, textures, and materials - These assets can then be referenced by their ID by other nodes -- Go through all node and attach meshes to them if they have some +- Go through all nodes and attach meshes to them if they have some - Export the whole thing as `test/scene.glb` with [SharpGLTF] **NOTE:** It might be possible to parse a good chunk of this with Resonite's own library, but it probably requires setting up an `Engine` or so for it to -parse all the related files, I don't have the know-how to do that. +process all the related files. I don't have the know-how to do that. -**NOTE:** The path to the Resonite libraries is hardcoded in `Res2tf.csproj` -so if you'd like to use this yourself you will have to change this. +**NOTE:** The paths to the Resonite libraries are hardcoded in `Res2tf.csproj` +so if you'd like to use this yourself you will have to change them. [Resonite]: https://resonite.com/ [SharpGLTF]: https://github.com/vpenades/SharpGLTF