Player character updates, appearance finished for the most part. Now on to creating the attack system!
This commit is contained in:
parent
fca7af83df
commit
a788dc20e6
6 changed files with 344 additions and 14 deletions
274
scenes/game.tscn
274
scenes/game.tscn
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@ -6,6 +6,7 @@
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[ext_resource type="Texture2D" uid="uid://b6krbvbco0jt6" path="res://textures/shadow.png" id="4_lbhrr"]
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[ext_resource type="Texture2D" uid="uid://3ptkafoafq14" path="res://textures/character-leg.png" id="4_u5sy4"]
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[ext_resource type="PackedScene" uid="uid://b0kty7juk7rfo" path="res://models/stalagmite.gltf" id="5_iywne"]
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[ext_resource type="Texture2D" uid="uid://rgxhw23471ut" path="res://textures/character-arm.png" id="5_u5sy4"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_lbhrr"]
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albedo_color = Color(0.61, 0.28791997, 0.17079999, 1)
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@ -88,6 +89,54 @@ tracks/5/keys = {
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"update": 0,
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"values": [Vector3(0, 0, 0)]
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}
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tracks/6/type = "value"
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tracks/6/imported = false
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tracks/6/enabled = true
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tracks/6/path = NodePath("Body/ArmPivot/FrontArm:rotation")
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tracks/6/interp = 1
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tracks/6/loop_wrap = true
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tracks/6/keys = {
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"times": PackedFloat32Array(),
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"transitions": PackedFloat32Array(),
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"update": 0,
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"values": []
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}
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tracks/7/type = "value"
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tracks/7/imported = false
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tracks/7/enabled = true
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tracks/7/path = NodePath("Body/ArmPivot/FrontArm:position")
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tracks/7/interp = 1
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tracks/7/loop_wrap = true
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||||
tracks/7/keys = {
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"times": PackedFloat32Array(),
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"transitions": PackedFloat32Array(),
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"update": 0,
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"values": []
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}
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tracks/8/type = "value"
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tracks/8/imported = false
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tracks/8/enabled = true
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tracks/8/path = NodePath("Body/ArmPivot/BackArm:rotation")
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tracks/8/interp = 1
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tracks/8/loop_wrap = true
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tracks/8/keys = {
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"times": PackedFloat32Array(),
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||||
"transitions": PackedFloat32Array(),
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||||
"update": 0,
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"values": []
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}
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tracks/9/type = "value"
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tracks/9/imported = false
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tracks/9/enabled = true
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tracks/9/path = NodePath("Body/ArmPivot/BackArm:position")
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tracks/9/interp = 1
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tracks/9/loop_wrap = true
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tracks/9/keys = {
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"times": PackedFloat32Array(),
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"transitions": PackedFloat32Array(),
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"update": 0,
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"values": []
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}
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[sub_resource type="Animation" id="Animation_u5sy4"]
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resource_name = "fall"
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@ -165,6 +214,30 @@ tracks/5/keys = {
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"update": 0,
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"values": [Vector3(0, 0, 0)]
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}
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tracks/6/type = "value"
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tracks/6/imported = false
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tracks/6/enabled = true
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tracks/6/path = NodePath("Body/ArmPivot/FrontArm:rotation")
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tracks/6/interp = 1
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tracks/6/loop_wrap = true
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tracks/6/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 0, 1.134464)]
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}
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tracks/7/type = "value"
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tracks/7/imported = false
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tracks/7/enabled = true
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tracks/7/path = NodePath("Body/ArmPivot/BackArm:rotation")
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tracks/7/interp = 1
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tracks/7/loop_wrap = true
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tracks/7/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 0, -1.134464)]
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}
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[sub_resource type="Animation" id="Animation_p57ef"]
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resource_name = "jump"
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@ -241,6 +314,131 @@ tracks/5/keys = {
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"update": 0,
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"values": [Vector3(0, 0, 0), Vector3(0, 0, 0.06981317), Vector3(0, 0, 0)]
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}
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tracks/6/type = "value"
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tracks/6/imported = false
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tracks/6/enabled = true
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tracks/6/path = NodePath("Body/ArmPivot/FrontArm:rotation")
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tracks/6/interp = 1
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tracks/6/loop_wrap = true
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tracks/6/keys = {
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"times": PackedFloat32Array(0, 0.06666667, 0.18),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"values": [Vector3(0, 0, 0.08726646), Vector3(0, 0, 0.61086524), Vector3(0, 0, 0.5235988)]
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}
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tracks/7/type = "value"
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tracks/7/imported = false
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tracks/7/enabled = true
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tracks/7/path = NodePath("Body/ArmPivot/BackArm:rotation")
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tracks/7/interp = 1
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tracks/7/loop_wrap = true
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tracks/7/keys = {
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"times": PackedFloat32Array(0, 0.06666667, 0.18),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"values": [Vector3(0, 0, -0.08726646), Vector3(0, 0, -0.61086524), Vector3(0, 0, -0.5235988)]
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}
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[sub_resource type="Animation" id="Animation_vtaks"]
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resource_name = "leap"
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length = 0.2
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loop_mode = 1
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Body/FrontLeg:position")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0.0033333339),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0.045, -0.09000015, 0)]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("Body/FrontLeg:rotation")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0.0033333339),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 0, 0.10471976)]
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Body/BackLeg:position")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0.0033333339),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(-0.044999994, -0.09000015, 0)]
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}
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tracks/3/type = "value"
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/path = NodePath("Body/BackLeg:rotation")
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tracks/3/interp = 1
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tracks/3/loop_wrap = true
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tracks/3/keys = {
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"times": PackedFloat32Array(0.0033333339),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 0, 0.10471976)]
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}
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tracks/4/type = "value"
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tracks/4/imported = false
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tracks/4/enabled = true
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tracks/4/path = NodePath("Body:position")
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tracks/4/interp = 1
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tracks/4/loop_wrap = true
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tracks/4/keys = {
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"times": PackedFloat32Array(0.0033333339),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 0, 0)]
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}
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tracks/5/type = "value"
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tracks/5/imported = false
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tracks/5/enabled = true
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tracks/5/path = NodePath("Body:rotation")
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tracks/5/interp = 1
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tracks/5/loop_wrap = true
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tracks/5/keys = {
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"times": PackedFloat32Array(0.0033333339),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 0, 0)]
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}
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tracks/6/type = "value"
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tracks/6/imported = false
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tracks/6/enabled = true
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tracks/6/path = NodePath("Body/ArmPivot/FrontArm:rotation")
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tracks/6/interp = 1
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tracks/6/loop_wrap = true
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tracks/6/keys = {
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"times": PackedFloat32Array(0.033333335),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 0, 0.5235988)]
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}
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tracks/7/type = "value"
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tracks/7/imported = false
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tracks/7/enabled = true
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tracks/7/path = NodePath("Body/ArmPivot/BackArm:rotation")
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tracks/7/interp = 1
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tracks/7/loop_wrap = true
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tracks/7/keys = {
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"times": PackedFloat32Array(0.033333335),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 0, -0.5235988)]
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}
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[sub_resource type="Animation" id="Animation_0tnpc"]
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resource_name = "move"
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@ -269,15 +467,55 @@ tracks/1/keys = {
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"update": 0,
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"values": [Vector3(0, 0, 0.34906584), Vector3(0, 0, -0.34906584), Vector3(0, 0, 0.34906584)]
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Body/ArmPivot/FrontArm:rotation")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0, 0.5, 1),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"values": [Vector3(0, 0, -0.17453292), Vector3(0, 0, 0.17453292), Vector3(0, 0, -0.17453292)]
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}
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tracks/3/type = "value"
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/path = NodePath("Body/ArmPivot/BackArm:rotation")
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tracks/3/interp = 1
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tracks/3/loop_wrap = true
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tracks/3/keys = {
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"times": PackedFloat32Array(0, 0.5, 1),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"values": [Vector3(0, 0, 0.17453292), Vector3(0, 0, -0.17453292), Vector3(0, 0, 0.17453292)]
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}
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tracks/4/type = "value"
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tracks/4/imported = false
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tracks/4/enabled = true
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tracks/4/path = NodePath("Body:position")
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tracks/4/interp = 1
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tracks/4/loop_wrap = true
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tracks/4/keys = {
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"times": PackedFloat32Array(),
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"transitions": PackedFloat32Array(),
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"update": 0,
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"values": []
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_vtaks"]
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_data = {
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&"RESET": SubResource("Animation_gee14"),
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&"fall": SubResource("Animation_u5sy4"),
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&"jump": SubResource("Animation_p57ef"),
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&"leap": SubResource("Animation_vtaks"),
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&"move": SubResource("Animation_0tnpc")
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}
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_vtaks"]
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animation = &"leap"
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_p57ef"]
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animation = &"jump"
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@ -288,6 +526,8 @@ animation = &"fall"
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[sub_resource type="AnimationNodeOneShot" id="AnimationNodeOneShot_u5sy4"]
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[sub_resource type="AnimationNodeBlend2" id="AnimationNodeBlend2_kvpfn"]
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_gee14"]
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animation = &"move"
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@ -299,10 +539,10 @@ animation = &"RESET"
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[sub_resource type="AnimationNodeTimeScale" id="AnimationNodeTimeScale_p57ef"]
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[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_kvpfn"]
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graph_offset = Vector2(-299.60645, 18.418121)
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nodes/output/position = Vector2(1020, 160)
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graph_offset = Vector2(-228.28757, 27.085762)
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nodes/output/position = Vector2(1140, 140)
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nodes/jump/node = SubResource("AnimationNodeOneShot_u5sy4")
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nodes/jump/position = Vector2(680, 140)
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nodes/jump/position = Vector2(860, 140)
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nodes/reset/node = SubResource("AnimationNodeAnimation_0tnpc")
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nodes/reset/position = Vector2(60, 20)
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nodes/move/node = SubResource("AnimationNodeAnimation_gee14")
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@ -310,14 +550,18 @@ nodes/move/position = Vector2(-80, 220)
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nodes/walk/node = SubResource("AnimationNodeBlend2_vtaks")
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nodes/walk/position = Vector2(240, 80)
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nodes/Animation/node = SubResource("AnimationNodeAnimation_p57ef")
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nodes/Animation/position = Vector2(480, 360)
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nodes/Animation/position = Vector2(680, 420)
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nodes/walk_speed/node = SubResource("AnimationNodeTimeScale_p57ef")
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nodes/walk_speed/position = Vector2(80, 220)
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nodes/fall/node = SubResource("AnimationNodeBlend2_gee14")
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nodes/fall/position = Vector2(480, 100)
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nodes/fall_anim/node = SubResource("AnimationNodeAnimation_u5sy4")
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nodes/fall_anim/position = Vector2(260, 400)
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node_connections = [&"output", 0, &"jump", &"jump", 0, &"fall", &"jump", 1, &"Animation", &"walk", 0, &"reset", &"walk", 1, &"walk_speed", &"walk_speed", 0, &"move", &"fall", 0, &"walk", &"fall", 1, &"fall_anim"]
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"nodes/Animation 2/node" = SubResource("AnimationNodeAnimation_vtaks")
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"nodes/Animation 2/position" = Vector2(480, 420)
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nodes/leap/node = SubResource("AnimationNodeBlend2_kvpfn")
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nodes/leap/position = Vector2(670.4032, 137.15503)
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node_connections = [&"output", 0, &"jump", &"jump", 0, &"leap", &"jump", 1, &"Animation", &"walk", 0, &"reset", &"walk", 1, &"walk_speed", &"walk_speed", 0, &"move", &"fall", 0, &"walk", &"fall", 1, &"fall_anim", &"leap", 0, &"fall", &"leap", 1, &"Animation 2"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_yqjtg"]
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radius = 0.25
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@ -364,6 +608,25 @@ pixel_size = 0.03
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texture_filter = 0
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texture = ExtResource("4_u5sy4")
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[node name="ArmPivot" type="Node3D" parent="Player/DreamerBody/Body" unique_id=101320487]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.1500001, 0)
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[node name="FrontArm" type="Sprite3D" parent="Player/DreamerBody/Body/ArmPivot" unique_id=1454211664]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.089999996, 0, 0)
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offset = Vector2(0, -6)
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pixel_size = 0.03
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texture_filter = 0
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render_priority = 6
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texture = ExtResource("5_u5sy4")
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[node name="BackArm" type="Sprite3D" parent="Player/DreamerBody/Body/ArmPivot" unique_id=1463191879]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.089999996, 0, 0)
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offset = Vector2(0, -6)
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pixel_size = 0.03
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texture_filter = 0
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render_priority = -1
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texture = ExtResource("5_u5sy4")
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[node name="Animations" type="AnimationPlayer" parent="Player/DreamerBody" unique_id=708762765]
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libraries/ = SubResource("AnimationLibrary_vtaks")
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@ -376,6 +639,7 @@ parameters/jump/request = 0
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parameters/walk/blend_amount = 0.0
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parameters/walk_speed/scale = 3.1400000000000006
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parameters/fall/blend_amount = 0.0
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parameters/leap/blend_amount = 0.0
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[node name="Shadow" type="Sprite3D" parent="Player" unique_id=495232250]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -2, 0)
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@ -4,22 +4,40 @@ const SPEED = 2.5
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const JUMP_VELOCITY = 4.5
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var walk_animation_time = 0
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var face_rotation = null
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var face_left = false
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@onready var game = get_parent()
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@onready var camera = game.get_node("PlayerCamera")
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func _ready() -> void:
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$DreamerBody.look_at(game.get_node("PlayerCamera").global_position)
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$DreamerBody.rotation.x = 0
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face_rotation = $DreamerBody.rotation.y
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func _physics_process(delta: float) -> void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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var viewport_size = (get_viewport().get_visible_rect().size / 2.0)
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if face_left:
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$DreamerBody.rotation.y = face_rotation + deg_to_rad(180)
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else:
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$DreamerBody.rotation.y = face_rotation
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#$DreamerBody/Body/ArmPivot.rotation.z = viewport_size.angle_to_point(get_viewport().get_mouse_position())
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if Input.is_action_pressed("jump") and is_on_floor():
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velocity.y = JUMP_VELOCITY
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||||
$DreamerBody/Animator.set("parameters/jump/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
|
||||
|
||||
var input_dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
|
||||
if input_dir.x > 0:
|
||||
face_left = false
|
||||
if input_dir.x < 0:
|
||||
face_left = true
|
||||
|
||||
var direction := (transform.basis * Vector3(input_dir.y + input_dir.x, 0, input_dir.y - input_dir.x)).normalized()
|
||||
if direction:
|
||||
velocity.x = direction.x * SPEED
|
||||
|
|
@ -36,7 +54,7 @@ func _physics_process(delta: float) -> void:
|
|||
if direction and is_on_floor():
|
||||
walk_animation_time += delta * 25
|
||||
|
||||
$DreamerBody.position.y = sin(walk_animation_time + 1) / 8
|
||||
$DreamerBody.position.y = sin(walk_animation_time + 1) / 16
|
||||
$DreamerBody.rotation.z = sin(walk_animation_time / 2) / 16
|
||||
else:
|
||||
walk_animation_time = 0
|
||||
|
|
@ -47,8 +65,14 @@ func _physics_process(delta: float) -> void:
|
|||
|
||||
if is_on_floor():
|
||||
$DreamerBody/Animator.set("parameters/fall/blend_amount", 0)
|
||||
$DreamerBody/Animator.set("parameters/leap/blend_amount", 0)
|
||||
else:
|
||||
if velocity.y < 0:
|
||||
$DreamerBody/Animator.set("parameters/fall/blend_amount", 1)
|
||||
$DreamerBody/Animator.set("parameters/leap/blend_amount", 0)
|
||||
else:
|
||||
$DreamerBody/Animator.set("parameters/fall/blend_amount", 0)
|
||||
$DreamerBody/Animator.set("parameters/leap/blend_amount", 1)
|
||||
|
||||
move_and_slide()
|
||||
|
||||
|
|
|
|||
BIN
textures/character-arm.png
Normal file
BIN
textures/character-arm.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 108 B |
41
textures/character-arm.png.import
Normal file
41
textures/character-arm.png.import
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://rgxhw23471ut"
|
||||
path.s3tc="res://.godot/imported/character-arm.png-887bc51ad4f0b012b30145a175363600.s3tc.ctex"
|
||||
metadata={
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://textures/character-arm.png"
|
||||
dest_files=["res://.godot/imported/character-arm.png-887bc51ad4f0b012b30145a175363600.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=0
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 103 B After Width: | Height: | Size: 100 B |
|
|
@ -3,19 +3,20 @@
|
|||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://btqaj6yslgvax"
|
||||
path="res://.godot/imported/example-character-hand.png-363b3285c631aacb16602f2b09024d62.ctex"
|
||||
path.s3tc="res://.godot/imported/example-character-hand.png-363b3285c631aacb16602f2b09024d62.s3tc.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
"imported_formats": ["s3tc_bptc"],
|
||||
"vram_texture": true
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://textures/example-character-hand.png"
|
||||
dest_files=["res://.godot/imported/example-character-hand.png-363b3285c631aacb16602f2b09024d62.ctex"]
|
||||
dest_files=["res://.godot/imported/example-character-hand.png-363b3285c631aacb16602f2b09024d62.s3tc.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/mode=2
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
|
|
@ -23,7 +24,7 @@ compress/rdo_quality_loss=0.0
|
|||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/generate=true
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
|
|
@ -37,4 +38,4 @@ process/normal_map_invert_y=false
|
|||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
detect_3d/compress_to=0
|
||||
|
|
|
|||
Loading…
Reference in a new issue