fix: repair jajce beauty asset pipeline
This commit is contained in:
@@ -1,4 +1,4 @@
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[gd_resource type="Terrain3DAssets" load_steps=13 format=3]
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[gd_resource type="Terrain3DAssets" load_steps=14 format=3]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/rock_albedo.png" id="1_rock"]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/grass_albedo.png" id="2_grass"]
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@@ -6,12 +6,13 @@
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/dirt_path_albedo.png" id="4_dirt"]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/riverbank_stone_albedo.png" id="5_river"]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/compacted_ground_albedo.png" id="6_compact"]
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[ext_resource type="Texture2D" path="res://terrain/jajce/textures/neutral_normal.png" id="7_normal"]
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[sub_resource type="Terrain3DTextureAsset" id="Texture_rock"]
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name = "Limestone"
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id = 0
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albedo_texture = ExtResource("1_rock")
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normal_texture = ExtResource("1_rock")
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normal_texture = ExtResource("7_normal")
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normal_depth = 0.0
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uv_scale = 0.18
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detiling_rotation = 0.12
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@@ -20,7 +21,7 @@ detiling_rotation = 0.12
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name = "Valley Grass"
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id = 1
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albedo_texture = ExtResource("2_grass")
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normal_texture = ExtResource("2_grass")
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normal_texture = ExtResource("7_normal")
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normal_depth = 0.0
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uv_scale = 0.16
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detiling_rotation = 0.18
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@@ -29,7 +30,7 @@ detiling_rotation = 0.18
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name = "Warm Soil"
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id = 2
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albedo_texture = ExtResource("3_soil")
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normal_texture = ExtResource("3_soil")
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normal_texture = ExtResource("7_normal")
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normal_depth = 0.0
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uv_scale = 0.2
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detiling_rotation = 0.1
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@@ -38,7 +39,7 @@ detiling_rotation = 0.1
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name = "Dirt Path"
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id = 3
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albedo_texture = ExtResource("4_dirt")
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normal_texture = ExtResource("4_dirt")
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normal_texture = ExtResource("7_normal")
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normal_depth = 0.0
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uv_scale = 0.22
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detiling_rotation = 0.08
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@@ -47,7 +48,7 @@ detiling_rotation = 0.08
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name = "Riverbank Stone"
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id = 4
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albedo_texture = ExtResource("5_river")
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normal_texture = ExtResource("5_river")
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normal_texture = ExtResource("7_normal")
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normal_depth = 0.0
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uv_scale = 0.12
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detiling_rotation = 0.15
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@@ -56,7 +57,7 @@ detiling_rotation = 0.15
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name = "Compacted Ground"
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id = 5
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albedo_texture = ExtResource("6_compact")
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normal_texture = ExtResource("6_compact")
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normal_texture = ExtResource("7_normal")
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normal_depth = 0.0
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uv_scale = 0.2
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detiling_rotation = 0.08
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@@ -23,7 +23,7 @@ compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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@@ -23,7 +23,7 @@ compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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Binary file not shown.
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After Width: | Height: | Size: 869 B |
@@ -0,0 +1,40 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://bjcbxamqe7yji"
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path="res://.godot/imported/neutral_normal.png-6607918f21cb99be0fd06ece8d18c3c7.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://terrain/jajce/textures/neutral_normal.png"
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dest_files=["res://.godot/imported/neutral_normal.png-6607918f21cb99be0fd06ece8d18c3c7.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=1
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@@ -23,7 +23,7 @@ compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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@@ -11,6 +11,8 @@ func _run() -> void:
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var camera := Camera3D.new()
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camera.current = true
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root.add_child(camera)
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var configured_assets: Terrain3DAssets = load("res://terrain/jajce/assets.tres")
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var configured_texture_count := configured_assets.get_texture_count()
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var world: Node3D = load("res://world/jajce/JajceWorld.tscn").instantiate()
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root.add_child(world)
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@@ -25,12 +27,26 @@ func _run() -> void:
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"Terrain3D should use dedicated Jajce data"
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)
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_check(
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terrain.assets.get_texture_count() >= 3,
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configured_texture_count == 6,
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(
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"Jajce terrain should expose at least three materials (found %s)"
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% terrain.assets.get_texture_count()
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"Jajce terrain should define the bounded six-material palette (found %s)"
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% configured_texture_count
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)
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)
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var texture_contract_valid := true
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for texture_index in configured_texture_count:
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var texture_asset: Terrain3DTextureAsset = configured_assets.get_texture(texture_index)
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texture_contract_valid = (
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texture_contract_valid
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and texture_asset.albedo_texture != null
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and texture_asset.normal_texture != null
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and texture_asset.albedo_texture.get_image().has_mipmaps()
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and texture_asset.normal_texture.get_image().has_mipmaps()
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)
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_check(
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texture_contract_valid,
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"All Terrain3D texture assets should provide matching mipmapped maps"
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)
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_check(
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absf(terrain.data.get_height(Vector3.ZERO)) < 0.1,
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"Central gameplay area should remain level for current navigation"
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@@ -52,6 +68,11 @@ func _run() -> void:
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world.has_node("WaterRoot/WaterfallMist"),
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"WaterRoot should include waterfall mist particles"
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)
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var waterfall_mist: GPUParticles3D = world.get_node("WaterRoot/WaterfallMist")
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_check(
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waterfall_mist.draw_pass_1 != null,
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"Waterfall mist particles should have visible billboard geometry"
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)
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_check(world.has_node("WaterRoot/RiverSurface"), "WaterRoot should include a river surface")
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var environment: Environment = (
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(world.get_node("WorldEnvironment") as WorldEnvironment).environment
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@@ -67,6 +88,9 @@ func _run() -> void:
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var smoke_count := 0
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for suffix in ["House_01", "House_02", "House_03"]:
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if world.has_node("VillageRoot/%s/Smoke" % suffix):
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var smoke: GPUParticles3D = world.get_node("VillageRoot/%s/Smoke" % suffix)
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if smoke.draw_pass_1 == null:
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continue
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smoke_count += 1
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_check(
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smoke_count >= 2,
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@@ -16,6 +16,7 @@ func _generate() -> void:
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_generate_texture("grass_albedo.png", Color("#516f36"), Color("#79924c"), 17)
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_generate_texture("soil_albedo.png", Color("#65513b"), Color("#92734d"), 29)
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_generate_texture("rock_albedo.png", Color("#55534f"), Color("#89847b"), 43)
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_generate_neutral_normal()
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var terrain := Terrain3D.new()
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terrain.region_size = 256
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@@ -82,3 +83,13 @@ func _generate_texture(
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var error := image.save_png(path)
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if error != OK:
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push_error("Could not write terrain texture: " + path)
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func _generate_neutral_normal() -> void:
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var image := Image.create_empty(256, 256, false, Image.FORMAT_RGBA8)
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image.fill(Color(0.5, 0.5, 1.0, 0.86))
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image.generate_mipmaps()
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var path := TEXTURE_DIRECTORY.path_join("neutral_normal.png")
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var error := image.save_png(path)
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if error != OK:
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push_error("Could not write terrain normal texture: " + path)
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@@ -1,12 +1,4 @@
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[gd_scene load_steps=6 format=3]
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[sub_resource type="Curve" id="1"]
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_data = [Vector2(0, 1), Vector2(1, 0)]
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min_value = 0.0
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max_value = 1.0
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[sub_resource type="CurveTexture" id="2"]
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curve = SubResource("1")
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[gd_scene load_steps=4 format=3]
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[sub_resource type="ParticleProcessMaterial" id="3"]
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emission_shape = 1
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@@ -17,7 +9,6 @@ velocity_max = 0.5
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scale_min = 0.05
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scale_max = 0.6
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color = Color(0.8, 0.8, 0.8, 0.6)
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alpha_curve = SubResource("2")
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[sub_resource type="StandardMaterial3D" id="4"]
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albedo_color = Color(1, 1, 1, 1)
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@@ -1,7 +1,4 @@
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[gd_scene load_steps=3 format=3]
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[sub_resource type="Curve" id="Curve_alpha"]
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_data = [Vector2(0, 1), Vector2(1, 0)]
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[gd_scene load_steps=4 format=3]
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[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_mist"]
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lifetime_randomness = 0.2
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@@ -12,10 +9,20 @@ initial_velocity_max = 0.8
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scale_min = 0.1
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scale_max = 1.5
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color = Color(0.85, 0.95, 0.95, 0.4)
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alpha_curve = SubResource("Curve_alpha")
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emission_shape = 1
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emission_box_extents = Vector3(2.5, 1.0, 0.5)
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[sub_resource type="StandardMaterial3D" id="Material_mist"]
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albedo_color = Color(0.85, 0.95, 0.95, 0.35)
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transparency = 1
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shading_mode = 0
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billboard_mode = 1
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cull_mode = 0
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[sub_resource type="QuadMesh" id="Mesh_mist"]
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material = SubResource("Material_mist")
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size = Vector2(1.5, 1.5)
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[node name="WaterfallMist" type="GPUParticles3D"]
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emitting = true
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amount = 48
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@@ -26,3 +33,4 @@ speed_scale = 1.0
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local_coords = true
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draw_order = 0
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process_material = SubResource("ParticleProcessMaterial_mist")
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draw_pass_1 = SubResource("Mesh_mist")
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