diff --git a/docs/content/english/Asset Management/Asset Types/overriding_assets.md b/docs/content/english/Asset Management/Asset Types/overriding_assets.md index b47a090..23934a1 100644 --- a/docs/content/english/Asset Management/Asset Types/overriding_assets.md +++ b/docs/content/english/Asset Management/Asset Types/overriding_assets.md @@ -36,7 +36,7 @@ Currently moddable asset types are: ### Folder Hierarchy -Asset system treats some folders in module directory specially according to their names. Here is the list of these folders and their uesages : +Asset system treats some folders in module directory specially according to their names. Here is the list of these folders and their usages : - **Assets** : Includes editable *.tpac files which stores meta data of each asset. - **AssetSources** : Includes source files of imported assets(.psd, .fbx). @@ -85,4 +85,4 @@ Overriding textures is very similar to materials. You need to import a new textu ### Overriding Physics Shapes Overriding physics shapes requires you to import a physics shape with the same name of asset you want to replace. Check <>Asset naming conventions<> to see hot to import physics shapes -{{% panel footer="Existing torus shape overriden by ModuleA with a custom aquila shape" %}}![](/img/modding/assets/physics_shape_override.png){{% /panel %}} \ No newline at end of file +{{% panel footer="Existing torus shape overriden by ModuleA with a custom aquila shape" %}}![](/img/modding/assets/physics_shape_override.png){{% /panel %}}