feat(art): add storybook meadow and woodland villagers

This commit is contained in:
Rijad Zuzo
2026-09-05 18:56:44 +02:00
parent 6aae41d36f
commit da3bed67a0
60 changed files with 1222 additions and 373 deletions
+17 -16
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=62 format=3]
[gd_scene load_steps=68 format=3]
[ext_resource type="Terrain3DAssets" path="res://terrain/jajce/assets.tres" id="1_assets"]
[ext_resource type="PackedScene" path="res://world/resource_nodes/ResourceNode.tscn" id="2_resource"]
@@ -31,6 +31,9 @@
[ext_resource type="PackedScene" path="res://world/animals/goat/dunja_habitat.tscn" id="29_habitat"]
[ext_resource type="PackedScene" path="res://world/animals/goat/zora_shelter.tscn" id="30_zora_shelter"]
[ext_resource type="ArrayMesh" path="res://assets/storybook/meadow_grass.res" id="31_meadow"]
[ext_resource type="Shader" path="res://world/jajce/materials/storybook_sky.gdshader" id="32_sky"]
[sub_resource type="Terrain3DMaterial" id="Terrain3DMaterial_jajce"]
_shader_parameters = {
"auto_base_texture": 0,
@@ -38,8 +41,8 @@ _shader_parameters = {
"auto_slope": 0.62,
"blend_sharpness": 0.88,
"enable_macro_variation": true,
"macro_variation1": Color(0.78, 0.9, 0.42, 1),
"macro_variation2": Color(0.55, 0.75, 0.38, 1),
"macro_variation1": Color(0.84, 0.95, 0.73, 1),
"macro_variation2": Color(0.60, 0.79, 0.61, 1),
"macro_variation_slope": 0.48
}
world_background = 0
@@ -172,13 +175,9 @@ size = Vector3(0.42, 0.08, 0.3)
material = SubResource("Material_site_canvas")
size = Vector3(2.9, 0.08, 1.4)
[sub_resource type="ProceduralSkyMaterial" id="SkyMaterial_jajce"]
[sub_resource type="ShaderMaterial" id="SkyMaterial_jajce"]
resource_local_to_scene = true
sky_top_color = Color(0.28, 0.52, 0.72, 1)
sky_horizon_color = Color(0.88, 0.74, 0.52, 1)
ground_bottom_color = Color(0.18, 0.24, 0.14, 1)
ground_horizon_color = Color(0.68, 0.6, 0.44, 1)
sun_angle_max = 18.0
shader = ExtResource("32_sky")
[sub_resource type="Sky" id="Sky_jajce"]
resource_local_to_scene = true
@@ -196,17 +195,17 @@ reflected_light_source = 2
tonemap_mode = 2
glow_enabled = true
glow_normalized = true
glow_intensity = 0.5
glow_intensity = 0.18
glow_strength = 0.9
glow_bloom = 0.12
glow_bloom = 0.03
fog_enabled = true
fog_light_color = Color(0.88, 0.84, 0.7, 1)
fog_light_energy = 0.78
fog_density = 0.002
fog_height = -2.0
fog_height_density = 0.08
fog_aerial_perspective = 0.35
fog_sky_affect = 0.28
fog_aerial_perspective = 0.5
fog_sky_affect = 0.12
volumetric_fog_enabled = false
volumetric_fog_density = 0.0035
volumetric_fog_albedo = Color(0.82, 0.9, 0.82, 1)
@@ -215,9 +214,9 @@ volumetric_fog_emission_energy = 0.12
volumetric_fog_length = 96.0
volumetric_fog_detail_spread = 1.6
adjustment_enabled = true
adjustment_brightness = 1.08
adjustment_contrast = 1.04
adjustment_saturation = 1.08
adjustment_brightness = 1.0
adjustment_contrast = 1.03
adjustment_saturation = 1.04
[sub_resource type="StandardMaterial3D" id="Material_guard"]
albedo_color = Color(0.55, 0.45, 0.35, 1)
@@ -269,6 +268,7 @@ rows = 34
amount = 1156
process_fixed_fps = 24
process_material = ExtResource("25_grass_process")
mesh = ExtResource("31_meadow")
shadow_mode = 0
mesh_material_override = ExtResource("20_grass_material")
min_draw_distance = 36.0
@@ -277,6 +277,7 @@ particle_count = 10404
[node name="GrassInteractionController" type="Node" parent="TerrainRoot"]
script = ExtResource("21_grass_controller")
grass_material = ExtResource("20_grass_material")
path_clearings = Array[NodePath]([NodePath("../../VillageRoot/Path_Village_Spine"), NodePath("../../VillageRoot/Path_Pantry_Worksites"), NodePath("../../VillageRoot/Path_River_Bridge"), NodePath("../../VillageRoot/Path_Forest_Edge")])
[node name="FortressBlockout" type="Node3D" parent="."]
position = Vector3(-25, 7, 9)