diff options
author | dusoleil <howcansocksbereal@gmail.com> | 2022-09-14 05:22:56 -0400 |
---|---|---|
committer | dusoleil <howcansocksbereal@gmail.com> | 2022-09-14 05:22:56 -0400 |
commit | 1f0e8aafa4c4640179342e23aecc6c35cd8294ae (patch) | |
tree | 1ef2f7baf00b8bbae622cc4f7c8fb304247e5e0a /water | |
parent | 0d930d5548e4f705cf80f9c2334b804ab1359538 (diff) | |
parent | 36d2b133c9bd922574299720cd274003b84b8cf8 (diff) | |
download | godot_wildjam_49-1f0e8aafa4c4640179342e23aecc6c35cd8294ae.tar.gz godot_wildjam_49-1f0e8aafa4c4640179342e23aecc6c35cd8294ae.zip |
Merge tag 'pull-water-resize' of https://normalmode.org/malf/z/godot_wildjam_49 into malf-pr
Resize the base map and cleanup water assets
The world is now targeting play to occur within a 5km radius of vision.
Mainly just the water plane is updated to account for this.
Additionally, sparse water asset files are now organized under a new
directory.
Diffstat (limited to '')
-rw-r--r-- | water/Water.gd (renamed from Water.gd) | 0 | ||||
-rw-r--r-- | water/Water.tscn | 62 | ||||
-rw-r--r-- | water/Wave.gd (renamed from Wave.gd) | 0 | ||||
-rw-r--r-- | water/Wave.gdshader (renamed from Wave.gdshader) | 0 |
4 files changed, 62 insertions, 0 deletions
diff --git a/Water.gd b/water/Water.gd index da7666c..da7666c 100644 --- a/Water.gd +++ b/water/Water.gd diff --git a/water/Water.tscn b/water/Water.tscn new file mode 100644 index 0000000..3724e82 --- /dev/null +++ b/water/Water.tscn @@ -0,0 +1,62 @@ +[gd_scene load_steps=9 format=2] + +[ext_resource path="res://water/Wave.gdshader" type="Shader" id=1] +[ext_resource path="res://water/Water.gd" type="Script" id=2] + +[sub_resource type="PlaneMesh" id=9] +size = Vector2( 2000, 2000 ) +subdivide_width = 500 +subdivide_depth = 500 + +[sub_resource type="OpenSimplexNoise" id=17] + +[sub_resource type="NoiseTexture" id=18] +seamless = true +as_normalmap = true +noise = SubResource( 17 ) + +[sub_resource type="ShaderMaterial" id=11] +shader = ExtResource( 1 ) +shader_param/wave1 = Quat( 0.25, 0.10472, 2.38732, 2652.57 ) +shader_param/wave1_dir = Vector2( 1, 1 ) +shader_param/wave2 = Quat( 0.25, 0.202683, 1.23345, 1906.65 ) +shader_param/wave2_dir = Vector2( 1, 0.6 ) +shader_param/wave3 = Quat( 0.25, 0.349066, 0.716197, 1452.87 ) +shader_param/wave3_dir = Vector2( 1, 1.3 ) +shader_param/water_colour = Color( 0.694118, 0.945098, 0.941176, 0.368627 ) +shader_param/deep_water_colour = Color( 0.25098, 0.623529, 0.788235, 0.54902 ) +shader_param/foam_amount = 0.6 +shader_param/murkiness = 4.0 +shader_param/noise = SubResource( 18 ) + +[sub_resource type="PlaneMesh" id=19] +size = Vector2( 10000, 10000 ) +subdivide_width = 100 +subdivide_depth = 100 + +[sub_resource type="PlaneMesh" id=20] +size = Vector2( 2000, 2000 ) + +[node name="Water" type="Spatial"] + +[node name="MeshInstance" type="MeshInstance" parent="."] +mesh = SubResource( 9 ) +material/0 = SubResource( 11 ) +script = ExtResource( 2 ) +wave1_steepness = 0.25 +wave1_wavelength = 60.0 +wave1_direction = Vector2( 1, 1 ) +wave2_steepness = 0.25 +wave2_wavelength = 31.0 +wave2_direction = Vector2( 1, 0.6 ) +wave3_steepness = 0.25 +wave3_wavelength = 18.0 +wave3_direction = Vector2( 1, 1.3 ) + +[node name="CSGMesh" type="CSGMesh" parent="."] +mesh = SubResource( 19 ) +material = SubResource( 11 ) + +[node name="CSGMesh" type="CSGMesh" parent="CSGMesh"] +operation = 2 +mesh = SubResource( 20 ) diff --git a/Wave.gdshader b/water/Wave.gdshader index 9e4aff3..9e4aff3 100644 --- a/Wave.gdshader +++ b/water/Wave.gdshader |