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October 3, 2020 21:05
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How to: Create a 3d Gridmap in Godot 3.2
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Section A: Preparing your models in Blender. | |
1. In blender, open up one of your 3d tiles. | |
2. Center it in the scene and have it sit directly above y=0 | |
3. Export it as a .obj file | |
Repeat these steps for every tile in the tileset. | |
Section B: Setup in Godot | |
1. Create a new scene with a spatial node. | |
2. Create a new folder called "Models" and drag your .obj files in there. | |
3. Drag all your models into the scene as children of Spatial. They should all be of type MeshInstance. | |
4. Select each MeshInstance node and at the top of the viewport, click "Mesh -> Create Trimesh Static Body" | |
5. Next, for each MeshInstance node, open the Material property and click "[empty] -> New Shader Material" | |
6. Click the new shader material to open up its inpector. Then, next to 'Shader', click "[empty] -> New VisualShader" | |
7. Create a new folder called "Textures" and drag all the texture files into it. | |
8. Drag the corresponding texture for this specific model and connect its RGB to Albedo. Here is where you'll import and connect normals as well. | |
9. If this material will be used by mutliple models, at the top of the inspector you can save the texture. Save it in a new "Materials" folder. | |
10. When you're happy with all your tiles, save the scene, then click "Scene -> Convert To -> Mesh Library". Save it as something like "MyTiles.meshlib" (You'll have to repeat this step any time you make a change to the tiles in this scene. | |
Section C: Using the Gridmap. | |
1. In your game scnee, create a new GridMap node. | |
2. In the inspector, load your *.meshlib file in the MeshLib field. | |
3. That's it, you can now start drawing your world. | |
Hint: Press "s" to rotate tiles. |
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