mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-20 21:07:17 +01:00
Moved tree spawning out from the test zone to a new forest subzone.
This commit is contained in:
parent
82d1e29132
commit
0e20607c9d
73
game/scripts/world_generator/subzones/forest.gd
Normal file
73
game/scripts/world_generator/subzones/forest.gd
Normal file
@ -0,0 +1,73 @@
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tool
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extends SubZone
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export(PropData) var prop_tree : PropData
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export(PropData) var prop_tree2 : PropData
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func get_prop_tree() -> PropData:
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return prop_tree
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func set_prop_tree(ed : PropData) -> void:
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prop_tree = ed
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emit_changed()
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func get_prop_tree2() -> PropData:
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return prop_tree2
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func set_prop_tree2(ed : PropData) -> void:
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prop_tree2 = ed
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emit_changed()
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func get_editor_rect_border_color() -> Color:
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return Color(0.8, 0.8, 0.8, 1)
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func get_editor_rect_color() -> Color:
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return Color(0.8, 0.8, 0.8, 0.9)
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func get_editor_rect_border_size() -> int:
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return 2
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func get_editor_font_color() -> Color:
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return Color(0, 0, 0, 1)
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func get_editor_class() -> String:
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return "Forest"
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func get_editor_additional_text() -> String:
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return ""
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func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
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var cx : int = chunk.get_position_x()
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var cz : int = chunk.get_position_z()
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var chunk_seed : int = 123 + (cx * 231) + (cz * 123)
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var rng : RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = chunk_seed
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#chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
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chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0)
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# TODO refactor this, it's inefficient
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for x in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
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for z in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
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if rng.randf() > 0.992:
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var oil : int = chunk.get_voxel(x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
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var tr : Transform = Transform()
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tr = tr.rotated(Vector3(0, 1, 0), rng.randf() * PI)
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tr = tr.rotated(Vector3(1, 0, 0), rng.randf() * 0.2 - 0.1)
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tr = tr.rotated(Vector3(0, 0, 1), rng.randf() * 0.2 - 0.1)
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tr = tr.scaled(Vector3(0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2))
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tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((oil - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
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chunk.voxel_world.prop_add(tr, prop_tree)
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func setup_property_inspector(inspector) -> void:
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.setup_property_inspector(inspector)
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inspector.add_h_separator()
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inspector.add_slot_resource("get_prop_tree", "set_prop_tree", "Prop Tree", "PropData")
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inspector.add_slot_resource("get_prop_tree2", "set_prop_tree2", "Prop Tree2", "PropData")
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@ -5,9 +5,6 @@ export(float) var zone_radius : float = 0.5
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export(float) var zone_bevel : float = 0.3
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export(float) var zone_base : float = 0
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export(PropData) var prop_tree : PropData
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export(PropData) var prop_tree2 : PropData
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var voxel_scale : float = 1
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var current_seed : int = 0
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@ -32,20 +29,6 @@ func set_zone_base(ed : float) -> void:
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zone_base = ed
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emit_changed()
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func get_prop_tree() -> PropData:
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return prop_tree
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func set_prop_tree(ed : PropData) -> void:
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prop_tree = ed
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emit_changed()
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func get_prop_tree2() -> PropData:
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return prop_tree2
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func set_prop_tree2(ed : PropData) -> void:
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prop_tree2 = ed
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emit_changed()
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func get_editor_rect_border_color() -> Color:
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return Color(0.8, 0.8, 0.8, 1)
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@ -148,30 +131,10 @@ func gen_terra_chunk(chunk: TerrainChunk, rng : RandomNumberGenerator, raycast :
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chunk.set_voxel(1, x, z, TerrainChunkDefault.DEFAULT_CHANNEL_TYPE)
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if chunk.position_x == 0 && chunk.position_z == 0:
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continue
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if rng.randf() > 0.992:
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var tr : Transform = Transform()
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tr = tr.rotated(Vector3(0, 1, 0), rng.randf() * PI)
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tr = tr.rotated(Vector3(1, 0, 0), rng.randf() * 0.2 - 0.1)
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tr = tr.rotated(Vector3(0, 0, 1), rng.randf() * 0.2 - 0.1)
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tr = tr.scaled(Vector3(0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2))
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tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((oil - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
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chunk.voxel_world.prop_add(tr, prop_tree)
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func setup_property_inspector(inspector) -> void:
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.setup_property_inspector(inspector)
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inspector.add_h_separator()
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inspector.add_slot_resource("get_prop_tree", "set_prop_tree", "Prop Tree", "PropData")
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inspector.add_slot_resource("get_prop_tree2", "set_prop_tree2", "Prop Tree2", "PropData")
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inspector.add_h_separator()
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inspector.add_slot_float("get_zone_radius", "set_zone_radius", "Zone Radius", 0.01)
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inspector.add_slot_float("get_zone_bevel", "set_zone_bevel", "Zone Bevel", 0.01)
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inspector.add_slot_float("get_zone_base", "set_zone_base", "Zone Base", 0.01)
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@ -1,4 +1,4 @@
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[gd_resource type="Resource" load_steps=18 format=2]
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[gd_resource type="Resource" load_steps=37 format=2]
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[ext_resource path="res://scripts/world_generator/worlds/ocean_base_world.gd" type="Script" id=1]
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[ext_resource path="res://scripts/world_generator/subzones/test_subzone.gd" type="Script" id=2]
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@ -12,11 +12,15 @@
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[ext_resource path="res://worlds/test_world/noises/base_ocean_noise.tres" type="FastnoiseNoiseParams" id=10]
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[ext_resource path="res://entity_classes/naturalist/entities/3_naturalist_trainer.tres" type="EntityData" id=11]
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[ext_resource path="res://worlds/test_world/dungeons/dung_teleporter.tscn" type="PackedScene" id=12]
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[ext_resource path="res://scripts/world_generator/subzones/forest.gd" type="Script" id=13]
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[ext_resource path="res://models/collections/low_poly_rpg_item_collection_3/tree256.png" type="Texture" id=14]
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[ext_resource path="res://models/collections/low_poly_rpg_item_collection_3/t1.tres" type="MeshDataResource" id=15]
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[ext_resource path="res://models/collections/low_poly_rpg_item_collection_3/tree2_256.png" type="Texture" id=16]
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[sub_resource type="Resource" id=5]
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resource_name = "Spawner"
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script = ExtResource( 8 )
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rect = Rect2( 1.01562, 2.54688, 2.45312, 2.09375 )
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rect = Rect2( 1.04718, 2.54688, 2.45312, 2.09375 )
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min_size = Vector2i( 1, 1 )
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max_size = Vector2i( 1e+06, 1e+06 )
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locked = false
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@ -35,12 +39,310 @@ dungeon_teleporter = ExtResource( 12 )
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[sub_resource type="Resource" id=4]
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resource_name = "Village"
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script = ExtResource( 2 )
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rect = Rect2( 6.4375, 3.21875, 6.3125, 5.5625 )
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rect = Rect2( 7.75716, 3.27374, 6.3125, 5.5625 )
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min_size = Vector2i( 1, 1 )
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max_size = Vector2i( 1e+06, 1e+06 )
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locked = false
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subzone_props = [ SubResource( 5 ), SubResource( 6 ) ]
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[sub_resource type="Resource" id=7]
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resource_name = "Forest"
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script = ExtResource( 13 )
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rect = Rect2( 0.714818, 1.1547, 8.23499, 9.43806 )
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min_size = Vector2i( 1, 1 )
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max_size = Vector2i( 1e+06, 1e+06 )
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locked = false
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subzone_props = [ ]
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prop_tree = ExtResource( 6 )
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prop_tree2 = ExtResource( 5 )
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[sub_resource type="PropDataMeshData" id=1]
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mesh = ExtResource( 15 )
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texture = ExtResource( 14 )
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[sub_resource type="PropData" id=8]
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props = [ SubResource( 1 ) ]
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[sub_resource type="PropDataMeshData" id=9]
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mesh = ExtResource( 15 )
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texture = ExtResource( 16 )
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[sub_resource type="PropData" id=10]
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props = [ SubResource( 9 ) ]
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[sub_resource type="GDScript" id=11]
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script/source = "tool
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extends SubZone
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export(PropData) var prop_tree : PropData
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export(PropData) var prop_tree2 : PropData
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func get_prop_tree() -> PropData:
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return prop_tree
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func set_prop_tree(ed : PropData) -> void:
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prop_tree = ed
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emit_changed()
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func get_prop_tree2() -> PropData:
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return prop_tree2
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func set_prop_tree2(ed : PropData) -> void:
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prop_tree2 = ed
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emit_changed()
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func get_editor_rect_border_color() -> Color:
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return Color(0.8, 0.8, 0.8, 1)
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func get_editor_rect_color() -> Color:
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return Color(0.8, 0.8, 0.8, 0.9)
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func get_editor_rect_border_size() -> int:
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return 2
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func get_editor_font_color() -> Color:
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return Color(0, 0, 0, 1)
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func get_editor_class() -> String:
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return \"Forest\"
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func get_editor_additional_text() -> String:
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return \"\"
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func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
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var cx : int = chunk.get_position_x()
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var cz : int = chunk.get_position_z()
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var chunk_seed : int = 123 + (cx * 231) + (cz * 123)
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var rng : RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = chunk_seed
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#chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
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chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0)
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# TODO refactor this, it's inefficient
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for x in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
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for z in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
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if rng.randf() > 0.992:
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var oil : int = chunk.get_voxel(x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
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var tr : Transform = Transform()
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tr = tr.rotated(Vector3(0, 1, 0), rng.randf() * PI)
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tr = tr.rotated(Vector3(1, 0, 0), rng.randf() * 0.2 - 0.1)
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tr = tr.rotated(Vector3(0, 0, 1), rng.randf() * 0.2 - 0.1)
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tr = tr.scaled(Vector3(0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2))
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tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((oil - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
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chunk.voxel_world.prop_add(tr, prop_tree)
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func setup_property_inspector(inspector) -> void:
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.setup_property_inspector(inspector)
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inspector.add_h_separator()
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inspector.add_slot_resource(\"get_prop_tree\", \"set_prop_tree\", \"Prop Tree\", \"PropData\")
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inspector.add_slot_resource(\"get_prop_tree2\", \"set_prop_tree2\", \"Prop Tree2\", \"PropData\")
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"
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[sub_resource type="Resource" id=12]
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resource_name = "Forest"
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script = SubResource( 11 )
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rect = Rect2( 11.9503, 1.1547, 9.16433, 9.43806 )
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min_size = Vector2i( 1, 1 )
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max_size = Vector2i( 1e+06, 1e+06 )
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locked = false
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subzone_props = [ ]
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prop_tree = SubResource( 8 )
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prop_tree2 = SubResource( 10 )
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[sub_resource type="PropData" id=13]
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props = [ SubResource( 1 ) ]
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[sub_resource type="PropData" id=14]
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props = [ SubResource( 9 ) ]
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[sub_resource type="GDScript" id=15]
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script/source = "tool
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extends SubZone
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export(PropData) var prop_tree : PropData
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export(PropData) var prop_tree2 : PropData
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func get_prop_tree() -> PropData:
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return prop_tree
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func set_prop_tree(ed : PropData) -> void:
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prop_tree = ed
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emit_changed()
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func get_prop_tree2() -> PropData:
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return prop_tree2
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func set_prop_tree2(ed : PropData) -> void:
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prop_tree2 = ed
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emit_changed()
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func get_editor_rect_border_color() -> Color:
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return Color(0.8, 0.8, 0.8, 1)
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func get_editor_rect_color() -> Color:
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return Color(0.8, 0.8, 0.8, 0.9)
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func get_editor_rect_border_size() -> int:
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return 2
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func get_editor_font_color() -> Color:
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return Color(0, 0, 0, 1)
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func get_editor_class() -> String:
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return \"Forest\"
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func get_editor_additional_text() -> String:
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return \"\"
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func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
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var cx : int = chunk.get_position_x()
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var cz : int = chunk.get_position_z()
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var chunk_seed : int = 123 + (cx * 231) + (cz * 123)
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var rng : RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = chunk_seed
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#chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
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chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0)
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# TODO refactor this, it's inefficient
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for x in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
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for z in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
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if rng.randf() > 0.992:
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var oil : int = chunk.get_voxel(x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
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var tr : Transform = Transform()
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tr = tr.rotated(Vector3(0, 1, 0), rng.randf() * PI)
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tr = tr.rotated(Vector3(1, 0, 0), rng.randf() * 0.2 - 0.1)
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tr = tr.rotated(Vector3(0, 0, 1), rng.randf() * 0.2 - 0.1)
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tr = tr.scaled(Vector3(0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2))
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tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((oil - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
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chunk.voxel_world.prop_add(tr, prop_tree)
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func setup_property_inspector(inspector) -> void:
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.setup_property_inspector(inspector)
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inspector.add_h_separator()
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inspector.add_slot_resource(\"get_prop_tree\", \"set_prop_tree\", \"Prop Tree\", \"PropData\")
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inspector.add_slot_resource(\"get_prop_tree2\", \"set_prop_tree2\", \"Prop Tree2\", \"PropData\")
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"
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[sub_resource type="Resource" id=16]
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resource_name = "Forest"
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script = SubResource( 15 )
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rect = Rect2( 9.19214, 1.0339, 2.62036, 3.48083 )
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min_size = Vector2i( 1, 1 )
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max_size = Vector2i( 1e+06, 1e+06 )
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locked = false
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subzone_props = [ ]
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prop_tree = SubResource( 13 )
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prop_tree2 = SubResource( 14 )
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[sub_resource type="PropData" id=17]
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props = [ SubResource( 1 ) ]
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[sub_resource type="PropData" id=18]
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props = [ SubResource( 9 ) ]
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[sub_resource type="GDScript" id=19]
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script/source = "tool
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extends SubZone
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export(PropData) var prop_tree : PropData
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export(PropData) var prop_tree2 : PropData
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func get_prop_tree() -> PropData:
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return prop_tree
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func set_prop_tree(ed : PropData) -> void:
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prop_tree = ed
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emit_changed()
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func get_prop_tree2() -> PropData:
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return prop_tree2
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func set_prop_tree2(ed : PropData) -> void:
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prop_tree2 = ed
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emit_changed()
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func get_editor_rect_border_color() -> Color:
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return Color(0.8, 0.8, 0.8, 1)
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func get_editor_rect_color() -> Color:
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return Color(0.8, 0.8, 0.8, 0.9)
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|
||||
func get_editor_rect_border_size() -> int:
|
||||
return 2
|
||||
|
||||
func get_editor_font_color() -> Color:
|
||||
return Color(0, 0, 0, 1)
|
||||
|
||||
func get_editor_class() -> String:
|
||||
return \"Forest\"
|
||||
|
||||
func get_editor_additional_text() -> String:
|
||||
return \"\"
|
||||
|
||||
func _generate_terra_chunk(chunk: TerrainChunk, pseed : int, spawn_mobs: bool, raycast : WorldGenRaycast) -> void:
|
||||
|
||||
var cx : int = chunk.get_position_x()
|
||||
var cz : int = chunk.get_position_z()
|
||||
|
||||
var chunk_seed : int = 123 + (cx * 231) + (cz * 123)
|
||||
|
||||
var rng : RandomNumberGenerator = RandomNumberGenerator.new()
|
||||
rng.seed = chunk_seed
|
||||
|
||||
#chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_TYPE, 1)
|
||||
chunk.channel_ensure_allocated(TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL, 0)
|
||||
|
||||
# TODO refactor this, it's inefficient
|
||||
for x in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
|
||||
for z in range(-chunk.margin_start, chunk.size_x + chunk.margin_end):
|
||||
if rng.randf() > 0.992:
|
||||
var oil : int = chunk.get_voxel(x, z, TerrainChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
|
||||
|
||||
var tr : Transform = Transform()
|
||||
|
||||
tr = tr.rotated(Vector3(0, 1, 0), rng.randf() * PI)
|
||||
tr = tr.rotated(Vector3(1, 0, 0), rng.randf() * 0.2 - 0.1)
|
||||
tr = tr.rotated(Vector3(0, 0, 1), rng.randf() * 0.2 - 0.1)
|
||||
tr = tr.scaled(Vector3(0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2, 0.9 + rng.randf() * 0.2))
|
||||
tr.origin = Vector3((x + chunk.position_x * chunk.size_x), ((oil - 2) / 255.0) * chunk.world_height, (z + chunk.position_z * chunk.size_z))
|
||||
|
||||
chunk.voxel_world.prop_add(tr, prop_tree)
|
||||
|
||||
func setup_property_inspector(inspector) -> void:
|
||||
.setup_property_inspector(inspector)
|
||||
|
||||
inspector.add_h_separator()
|
||||
inspector.add_slot_resource(\"get_prop_tree\", \"set_prop_tree\", \"Prop Tree\", \"PropData\")
|
||||
inspector.add_slot_resource(\"get_prop_tree2\", \"set_prop_tree2\", \"Prop Tree2\", \"PropData\")
|
||||
"
|
||||
|
||||
[sub_resource type="Resource" id=20]
|
||||
resource_name = "Forest"
|
||||
script = SubResource( 19 )
|
||||
rect = Rect2( 9.27578, 7.43671, 2.34922, 3.51792 )
|
||||
min_size = Vector2i( 1, 1 )
|
||||
max_size = Vector2i( 1e+06, 1e+06 )
|
||||
locked = false
|
||||
subzone_props = [ ]
|
||||
prop_tree = SubResource( 17 )
|
||||
prop_tree2 = SubResource( 18 )
|
||||
|
||||
[sub_resource type="Resource" id=3]
|
||||
resource_name = "TestForest"
|
||||
script = ExtResource( 7 )
|
||||
@ -48,15 +350,12 @@ rect = Rect2( 8.85557, 6.975, 21.9944, 11.2839 )
|
||||
min_size = Vector2i( 1, 1 )
|
||||
max_size = Vector2i( 1e+06, 1e+06 )
|
||||
locked = false
|
||||
subzones = [ SubResource( 4 ) ]
|
||||
subzones = [ SubResource( 4 ), SubResource( 7 ), SubResource( 12 ), SubResource( 16 ), SubResource( 20 ) ]
|
||||
zone_radius = 0.5
|
||||
zone_bevel = 0.3
|
||||
zone_base = 0.0
|
||||
prop_tree = ExtResource( 6 )
|
||||
prop_tree2 = ExtResource( 5 )
|
||||
|
||||
[sub_resource type="Resource" id=1]
|
||||
resource_name = "Continent"
|
||||
[sub_resource type="Resource" id=21]
|
||||
script = ExtResource( 3 )
|
||||
rect = Rect2( 241, 247, 40, 25 )
|
||||
min_size = Vector2i( 1, 1 )
|
||||
@ -74,7 +373,7 @@ rect = Rect2( -250, -250, 500, 500 )
|
||||
min_size = Vector2i( 1, 1 )
|
||||
max_size = Vector2i( 1e+06, 1e+06 )
|
||||
locked = false
|
||||
continents = [ SubResource( 1 ) ]
|
||||
continents = [ SubResource( 21 ) ]
|
||||
normal_surface_id = 2
|
||||
base_iso_level = 0
|
||||
water_iso_level = 100
|
||||
|
Loading…
Reference in New Issue
Block a user