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+ <h1>Workshop Guide - Custom boards</h1>
+ <p>This guide covers creating a custom board model using blender and an image
+ editor. Since theres not many of us here at the moment, feel free to contact
+ me at <i>hgodden00@gmail.com</i> for any help.</p>
+
+ <h2>0. Things you need</h2>
+ <p>- Skaterift content is made using Blender. You can get the latest version
+ of <a href="https://store.steampowered.com/app/365670/Blender/">
+ Blender from steam</a>, this guide is for version 3.4 and above.<br>
+ - <a href="https://www.gimp.org/">GNU Gimp</a> or similar image editor.<br>
+ - Download the <a href="custom_board.zip">custom_board.zip</a><br>
+ - An installed copy of Skaterift of course.</p>
+ <hr>
+
+ <h2>1. Installing exporter addon</h2>
+ <p>Skaterift comes with the addon in its game files, we just need to install
+ it. This addon script gets updated between skaterift versions. Here are the
+ steps to install it into Blender:<br>
+ <br>
+ Go to <b>edit>preferences</b>, and open the <b>addons section.</b><br>
+ <br>
+ Press the <b>install...</b> button at the top right, and browse to the
+ Skaterift game files. Inside the folder named <b>tools</b> is the script
+ <b>blender_export.py</b> to install.<br>
+ <br>
+ If you don't know where it is, you can go into your Steam Library, and
+ rightclick Skaterift, selecting <b>Manage>Browse local files.</b><br>
+ <br>
+ Now just search for Skaterift .mdl exporter from the addons list, and enable
+ it.<br>
+ <hr>
+
+ <h2>2. Configuring the template</h2>
+ <p>Firstly, Open the .blend file from the board_template zip.<br>
+ <br>
+ Open the side panel in the 3D Viewport, and find the Skaterift tab, and in
+ that menu, the <b>Export tab</b><br>
+ <br>
+ <b>Export Dir</b> must be set to the game folder, which ends in
+ <i>/steamapps/common/skaterift<b>/</b></i><br>
+ <b>NOTE:</b> the path must have a
+ <b>/</b> at the end, else things will break.<br>
+ <br>
+ Wer're now setup to go, but an optional step here is to create one from
+ scratch. If you want to do this, <a href="board_spec.html">take a look at the
+ detailed board specification</a> for how to set it up. If its your first one,
+ you probably want to skip this step.</p>
+ <hr>
+
+ <h2>3. Edit the texture</h2>
+ <p>Next step is to customize the artwork, in the template folder there is a
+ texture which you can edit. There is also the original .xcf file which you can
+ open using <a href="https://www.gimp.org/">GNU Gimp</a>, or a similar image
+ editor.<br>
+ <img src="guide2.jpg" width="100%"/>
+ Now you can change the texture on the material to your own file, and see how
+ it looks in Blender.
+ <img src="guide1.jpg" width="100%"/>
+ </p>
+ <hr>
+
+ <h2>4. Compile the model</h2>
+ <p>In the <b>Outliner</b> panel in the top right, rename the collection name,
+ called <i>boards/template/board.mdl</i>. You should replace only the word
+ <b></i>template</i></b>. The collection name is the path it will export the
+ model, relative to the directory we set earlier.<br>
+ <br>
+ Now in the Skaterift Export tab, press Compile This collection. <b>NOTE:
+ Blender will freeze for a second or so, since the export script has to
+ compress the texture file.</b><br>
+ </p>
+ <hr>
+
+ <h2>5. Test it out in-game</h2>
+ <p>If everything is good, you should be able to visit the board shop and it
+ will be loaded in there. If not, try reopen it. If still not not, then
+ something broke, and there is no contingency plan here, sorry.<br>
+ </p>
+ <hr>
+
+ <h2>6. Upload via the Workshop tool</h2>
+ <p>From the menu of Skaterift, you can open the
+ workshop tool. From here, fill in the folder name which houses the board. This
+ is relative to the game folder just like the export tool. You will know its
+ correct when you see your board after pressing the load button.<br>
+ <img src="guide3.jpg" width="100%"/>
+ <br>
+ You can customize the preview by dragging around the image, left, right and
+ middle mouse buttons do different controls.
+ From here, just fill in the information like the title and description, and
+ press submit.
+ </p>
+ </body>
+</html>