Page 152: The Spatial node type is now the Node3D node type.
Page 164: In Step 2, instead of a Transparent setting, there is a Transparency section. There are also multiple options for the Transparency setting. I found that Depth Pre-Pass looks the best.
In Step 4, to Load the necessary file, do the following steps:
Select _BushRound.glb in the FileSystem window.
Click on the Import tab.
Click the Advanced button.
Click the Materials tab.
Select the Texture_Leaves material on the left.
Click the Enabled button on the right.
Click the Folder button for the Path.
Navigate to the texture in Models/Bush and select it.
Click the Reimport button.
Page 167:
At the top of the page, in step 3, save the Shader as cave-water.gdshader instead of .tres.
Make the following change to the shader code: On line 4 change hint_color to source_color.
Page 172: Remember, the Spatial node type is now the Node3D node type.
Page 173:
In step 5 at the top of the page, the Convert To menu option is now called Export As... in the Scene menu.
In Step 6, you can actually use the .meshlib extension now. I used floor.meshlib
Page 176: In the Wrapping Up section, it's mentioned that the Gridmap is buggy. The only issue I ran into is I couldn't put the curved floor pieces in because the overwrote the Floor_Standard piece. When I looked at the .glb files, I noticed that the MeshInstance3D node for the curved floors is Floor_Standard instead of Floor_Standard_Curved_1 (etc.) Fixing this allows all the floor tiles to import in the Gridmap without issue in Godot 4.2.
Page 152: The Spatial node type is now the Node3D node type.
Page 164: In Step 2, instead of a Transparent setting, there is a Transparency section. There are also multiple options for the Transparency setting. I found that
Depth Pre-Pass
looks the best.In Step 4, to Load the necessary file, do the following steps:
Page 167:
cave-water.gdshader
instead of.tres
.hint_color
tosource_color
.Page 172: Remember, the Spatial node type is now the Node3D node type.
Page 173:
.meshlib
extension now. I usedfloor.meshlib
Page 176: In the Wrapping Up section, it's mentioned that the Gridmap is buggy. The only issue I ran into is I couldn't put the curved floor pieces in because the overwrote the Floor_Standard piece. When I looked at the
.glb
files, I noticed that the MeshInstance3D node for the curved floors isFloor_Standard
instead ofFloor_Standard_Curved_1
(etc.) Fixing this allows all the floor tiles to import in the Gridmap without issue in Godot 4.2.