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Update documentation to reference docs website #37

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15 changes: 10 additions & 5 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -32,7 +32,16 @@ Only a subset of assets can be read from disk however, depending on the game.
Additionally, there are a couple of libraries and tools.
A full list of the subcomponents can be found [here](./docs/OatComponents.md).

## Getting started
## Using the tools

Either download [the latest release from Github](https://github.com/Laupetin/OpenAssetTools/releases/latest) or [build OAT yourself](#building-oat).
You can put OAT anywhere, it does **not** need to be placed in your game folder.
In fact i recommend against it to be able to better distinguish OAT files from game files.

For more information, check out the ["Getting started" guide in the OAT documentation](https://openassettools.dev/guide/getting-started.html).
You can find other useful guides and reference documentation there as well.

## Building OAT

You need to clone this repository using Git.
Do not download as a zip from Github because it will not be a git repository which is required for installing the submodules.
Expand Down Expand Up @@ -68,10 +77,6 @@ You now run `make` manually or use `./scripts/make_release.sh` or `./scripts/mak

The resulting binaries can be found in `build/bin/<Debug_x86|Release_x86>`.

## Using the tools

For information about how to use the tools see the ["Getting started" guide](docs/GettingStarted.md)

## Legal

OAT source code is licensed under [GPLv3](./LICENSE).
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# Documentation

You can find the main documentation for OAT here: [https://openassettools.dev](https://openassettools.dev/).
It brings everything you need for getting started as well as other guides and reference.

In case you want to contribute to documentation you can find its source [here](https://github.com/Laupetin/oat-docs).
All that remains in this project for now are example projects.
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