PacktPublishing / Game-Development-with-Blender-and-Godot

Game Development with Blender and Godot, published by Packt
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Chapter 9 for Godot 4.2 #3

Closed dragonforge-dev closed 1 month ago

dragonforge-dev commented 1 month ago

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:

  1. Select _BushRound.glb in the FileSystem window.
  2. Click on the Import tab.
  3. Click the Advanced button.
  4. Click the Materials tab.
  5. Select the Texture_Leaves material on the left.
  6. Click the Enabled button on the right.
  7. Click the Folder button for the Path.
  8. Navigate to the texture in Models/Bush and select it.
  9. Click the Reimport button.

Page 167:

  1. At the top of the page, in step 3, save the Shader as cave-water.gdshader instead of .tres.
  2. 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:

  1. In step 5 at the top of the page, the Convert To menu option is now called Export As... in the Scene menu.
  2. 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.

dragonforge-dev commented 1 month ago

@mrunion Chapter 9 Done