Fix missing images

This commit is contained in:
Rémi Verschelde
2016-02-10 19:30:55 +01:00
parent 4b8ffe3600
commit 8ef7f3f007
29 changed files with 36 additions and 34 deletions
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@@ -76,7 +76,7 @@ Import process begins with the 3D scene import menu:
That opens what is probably the biggest of all the import dialogs:
p=. |image1|
.. image:: /img/3dimp_dialog.png
Many options exist in there, so each section will be explained as
follows:
@@ -205,22 +205,22 @@ case):
.. image:: /img/compressopts.png
Each of the four options described in this table together with their
advantages and disadvantages ( |image5| = Best, |image6| =Worst ):
advantages and disadvantages ( |good| = Best, |bad| =Worst ):
+----------------+------------------------+---------------------------+-------------------------+------------------------------------------------------+
| | Uncompressed | Compress Lossless (PNG) | Compress Lossy (WebP) | Compress VRAM |
+================+========================+===========================+=========================+======================================================+
| Description | Stored as raw pixels | Stored as PNG | Stored as WebP | Stored as S3TC/BC,PVRTC/ETC, depending on platform |
+----------------+------------------------+---------------------------+-------------------------+------------------------------------------------------+
| Size on Disk | |image7| Large | |image8| Small | |image9| Very Small | |image10| Small |
| Size on Disk | |bad| Large | |regular| Small | |good| Very Small | |regular| Small |
+----------------+------------------------+---------------------------+-------------------------+------------------------------------------------------+
| Memory Usage | |image11| Large | |image12| Large | |image13| Large | |image14| Small |
| Memory Usage | |bad| Large | |bad| Large | |bad| Large | |good| Small |
+----------------+------------------------+---------------------------+-------------------------+------------------------------------------------------+
| Performance | |image15| Normal | |image16| Normal | |image17| Normal | |image18| Fast |
| Performance | |regular| Normal | |regular| Normal | |regular| Normal | |good| Fast |
+----------------+------------------------+---------------------------+-------------------------+------------------------------------------------------+
| Quality Loss | |image19| None | |image20| None | |image21| Slight | |image22| Moderate |
| Quality Loss | |good| None | |good| None | |regular| Slight | |bad| Moderate |
+----------------+------------------------+---------------------------+-------------------------+------------------------------------------------------+
| Load Time | |image23| Normal | |image24| Slow | |image25| Slow | |image26| Fast |
| Load Time | |regular| Normal | |bad| Slow | |bad| Slow | |good| Fast |
+----------------+------------------------+---------------------------+-------------------------+------------------------------------------------------+
Texture options
@@ -249,4 +249,8 @@ Provided are a small amount of options for fine grained import control:
than a screen pixel. This is usually turned on, unless it's required
for artistic purposes (minecraft look, for example).
.. |bad| image:: /img/bad.png
.. |good| image:: /img/good.png
.. |regular| image:: /img/regular.png
@@ -38,15 +38,15 @@ The heightmap
We will use a few functions of GIMP image editor to produce a simple
heightmap. Start GIMP and create a square image of 512x512 pixels.
|image0|
.. image:: /img/1_GIMP_createImage512.png
You are now in front of a new, blank, square image.
|image1|
.. image:: /img/2_GIMP.png
Then, use a filter to render some clouds on this new image.
|image2|
.. image:: /img/3_GIMP_FilterRenderClouds.png
Parameter this filter to whatever you want. A white pixel corresponds
to the highest point of the heightmap, a black pixel corresponds to
@@ -58,7 +58,7 @@ decent ground. A value of 4.0 or 5.0 for both is nice. Click on the
"New Seed" button to roll a dice and GIMP will create a new random
heightmap. Once you are happy with the result, click "OK".
|image3|
.. image:: /img/4_GIMP_Clouds.png
You can continue to edit your image if you wish. For our example,
let's keep the heightmap as is, and let's export it to a PNG file, say
@@ -69,16 +69,16 @@ The plane mesh
Now, we will need a plane mesh to import in Godot. Let's run Blender.
|image4|
.. image:: /img/5_Blender.png
Remove the start cube mesh, then add a new plane to the scene.
|image5|
.. image:: /img/6_Blender_CreatePlane.png
Zoom a bit, then switch to Edit mode (Tab key) and in the Tools
buttongroup at the left, hit "Subdivide" 5 or 6 times.
|image6|
.. image:: /img/7_Blender_subdivided.png
Your mesh is now subdivided, which means we added vertices to the
plane mesh that we will later be able to move. Job's not finished yet:
@@ -93,16 +93,16 @@ Shading/UVs button group a the left, click the "Unwrap" button (or
simply hit "U") and select "Smart UV Project". Keep the default
options and hit "Ok".
|image7|
.. image:: /img/8_Blender_UVSmart.png
Now, we need to switch our view to "UV/Image editor".
|image8|
.. image:: /img/9_Blender_UV_editor.png
Select all the vertices again ("A") then in the UV button, select
"Export UV Layout".
|image9|
.. image:: /img/10_Blender_exportUV.png
Export the layout as a PNG file. Name it "plane.png" and save it in
your Godot project folder. Now, let's export our mesh as an OBJ file.
@@ -117,48 +117,48 @@ Let's now open Godot Editor.
Create a new project in the folder you previously created and name it
what you want.
|image10|
.. image:: /img/11_Godot.png
In our default scene (3D), create a root node "Spatial". Next, import
the mesh OBJ file. Click "Import", choose "3D Mesh" and select your
plane.obj file, set the target path as "/" (or wherever you want in
your project folder).
|image11|
.. image:: /img/12_Godot_ImportMesh.png
I like to check "Normals" in the import popup so the import will also
consider faces normals, which can be useful (even if we don't use them
in this tutorial). Your mesh is now displayed in the FileSystem in
"res://".
|image12|
.. image:: /img/13_Godot_ImportPopup.png
Create a MeshInstance node. In the Inspector, load the mesh we just
imported. Select "plane.msh" and hit ok.
|image13|
.. image:: /img/14_Godot_LoadMesh.png
Great! Our plane is now rendered in the 3D view.
|image14|
.. image:: /img/15_Godot_MeshPlaneRendered.png
It is time to add some shader stuff. In the Inspector, in the
"Material Override" line, add a "New ShaderMaterial". Edit it by
clicking the ">" button just right to it.
|image15|
.. image:: /img/16_Godot_ShaderMaterial.png
You have two ways to create a shader: by code (MaterialShader), or
using a shader graph (MaterialShaderGraph). The second one is a bit
more visual, but we will not cover it for now. Create a "New
MaterialShader".
|image16|
.. image:: /img/17_Godot_newMaterialShader.png
Edit it by clicking the ">" button just right to it. The Shaders
editor opens.
|image17|
.. image:: /img/18_Godot_ShaderEditorOpened.png
The Vertex tab is for the Vertex shader, and the Fragment tab is for
the Fragment shader. No need to explain what both of them do, right?
@@ -192,7 +192,7 @@ outside the shader ("uniform"):
However, the plane is displayed black! This is because we didn't set
the texture file and the color to use.
|image18|
.. image:: /img/19_Godot_BlackPlane.png
In the Inspector, click the "Previous" button to get back to the
ShaderMaterial. This is where you want to set the texture and the
@@ -203,7 +203,7 @@ Fragment shader multiplies each pixel value of the texture by the
(0,0,0), and as you know, 0\*x = 0 ;) . Just change the ``col``
parameter to another color to see your texture appear:
|image19|
.. image:: /img/20_Godot_TexturedPlane.png
Good. Now, the Vertex Shader.
@@ -250,6 +250,4 @@ That's all good, but our plane remains flat. This is because the
``height_range`` value is 0. Increase this value to observe the mesh
distort and take to form of the terrain we set before:
|image20|
.. image:: /img/21_Godot_Fini.png
+2 -2
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@@ -51,9 +51,9 @@ This project contains two scenes "ball.scn" and "container.scn". The
ball scene is just a ball with physics, while container scene has a
nicely shaped collision, so balls can be thrown in there.
p=. |image4|
.. image:: /img/ballscene.png
|image5|
.. image:: /img/contscene.png
Open the container scene, then select the root node:
+2 -2
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@@ -37,7 +37,7 @@ game, it has the following characteristics:
- Can be extended (to have more functions).
- Can be added to other nodes as children.
p=. |image1|
.. image:: /img/tree.png
The last one is very important. Nodes can have other nodes as
children. When arranged in this way, the nodes become a **tree**.
@@ -160,7 +160,7 @@ demo should finally execute:
.. image:: /img/helloworld.png
Success\ |image15|
Success!
Configuring the Project
-----------------------