trees are now different sizes, fixed black lines between tiles
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@ -15,6 +15,7 @@ Things and ideas I'd like to implement
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- Sea
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- Sea
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- Desert
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- Desert
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- Mountains
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- Mountains
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- Daylight cycle
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- Make a tutorial
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- Make a tutorial
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- Add animals
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- Add animals
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- Make humans and their belongings:
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- Make humans and their belongings:
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@ -6,3 +6,4 @@
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resource_name = "Material"
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resource_name = "Material"
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cull_mode = 2
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cull_mode = 2
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albedo_texture = ExtResource("1_exj7t")
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albedo_texture = ExtResource("1_exj7t")
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texture_filter = 1
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@ -6,3 +6,7 @@
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resource_name = "Material"
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resource_name = "Material"
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cull_mode = 2
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cull_mode = 2
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albedo_texture = ExtResource("1_nijc4")
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albedo_texture = ExtResource("1_nijc4")
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metallic_specular = 0.05
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roughness = 0.39
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texture_filter = 1
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proximity_fade_distance = 17.0
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Before Width: | Height: | Size: 590 KiB After Width: | Height: | Size: 589 KiB |
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@ -86,3 +86,7 @@ ingame_menu={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"echo":false,"script":null)
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]
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]
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}
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}
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[rendering]
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anti_aliasing/quality/msaa_2d=3
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@ -25,21 +25,28 @@ var tile_materials = [ # must be in the same order as an enum above!
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var maximum_decoration_objects = 0
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var maximum_decoration_objects = 0
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func generate_predictable_random(min, max, salt):
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func generate_predictable_random_int(min, max, salt):
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seed((str(World.world_info.seed) + str(position) + str(salt)).hash())
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seed((str(World.world_info.seed) + str(position) + str(salt)).hash())
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return randi() % (max + 1) + min
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return randi() % (max + 1) + min
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func generate_predictable_random_float(min, max, salt):
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seed((str(World.world_info.seed) + str(position) + str(salt)).hash())
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return clamp(randf(), min, max)
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func generate_decoration_objects():
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func generate_decoration_objects():
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match tile_type:
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match tile_type:
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TileType.Forest:
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TileType.Forest:
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var key = TileType.keys()[tile_type]
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var key = TileType.keys()[tile_type]
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maximum_decoration_objects = generate_predictable_random(decorations[key]["min"], decorations[key]["max"], "");
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maximum_decoration_objects = generate_predictable_random_int(decorations[key]["min"], decorations[key]["max"], "");
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for i in range(0, maximum_decoration_objects):
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for i in range(0, maximum_decoration_objects):
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var decoration = decorations[TileType.keys()[tile_type]]["object"].instantiate()
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var decoration = decorations[TileType.keys()[tile_type]]["object"].instantiate()
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var pos = Vector3(generate_predictable_random(0, 10, str(i) + "x") - 5, 0, generate_predictable_random(0, 10, str(i) + "z") - 5)
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var pos = Vector3(generate_predictable_random_int(0, 10, str(i) + "x") - 5, 0, generate_predictable_random_int(0, 10, str(i) + "z") - 5)
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var y_rot = generate_predictable_random(0, 360, str(i) + "rot_y")
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var scale = generate_predictable_random_float(0.05, 0.15, str(i) + "scale")
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var y_rot = generate_predictable_random_int(0, 360, str(i) + "rot_y")
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decoration.rotation.y = y_rot
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decoration.rotation.y = y_rot
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decoration.position = pos
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decoration.position = pos
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decoration.scale = Vector3(scale, scale, scale)
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decoration.add_to_group("Decoration")
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decoration.add_to_group("Decoration")
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add_child(decoration)
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add_child(decoration)
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@ -71,8 +78,8 @@ func get_empty_dirs_around():
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if !result_north: empty_tiles_around.push_back("north")
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if !result_north: empty_tiles_around.push_back("north")
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if !result_south: empty_tiles_around.push_back("south")
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if !result_south: empty_tiles_around.push_back("south")
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if !result_west: empty_tiles_around.push_back("west")
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if !result_west: empty_tiles_around.push_back("west")
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if !result_east: empty_tiles_around.push_back("east")
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if !result_east: empty_tiles_around.push_back("east")
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return empty_tiles_around
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return empty_tiles_around
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func save():
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func save():
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