Add layered inland cliff generation
This commit is contained in:
parent
2710544070
commit
86372a652e
66 changed files with 1552 additions and 79 deletions
|
|
@ -1,7 +1,10 @@
|
|||
[gd_resource type="Resource" script_class="TerrainPropDefinition" load_steps=3 format=3]
|
||||
[gd_resource type="Resource" script_class="TerrainPropDefinition" load_steps=6 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://world/generation/terrain_prop_definition.gd" id="1_definition"]
|
||||
[ext_resource type="PackedScene" path="res://world/generation/props/assets/prop_tree_3.glb" id="2_scene"]
|
||||
[ext_resource type="Material" path="res://world/generation/props/materials/leaf_light.tres" id="3_leaf_light"]
|
||||
[ext_resource type="Material" path="res://world/generation/props/materials/leaf_mid.tres" id="4_leaf_mid"]
|
||||
[ext_resource type="Material" path="res://world/generation/props/materials/leaf_dark.tres" id="5_leaf_dark"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("1_definition")
|
||||
|
|
@ -12,6 +15,10 @@ procedural_group = &"grass_tree"
|
|||
required_chunk_tags = PackedStringArray("grass")
|
||||
minimum_spawn_chunk_distance = 2
|
||||
clearance_radius = 1.8
|
||||
minimum_visual_scale = 0.85
|
||||
maximum_visual_scale = 1.15
|
||||
variant_material_slot_names = PackedStringArray("leaf_light", "leaf", "leaf_dark")
|
||||
material_variants = Array[Material]([ExtResource("3_leaf_light"), ExtResource("4_leaf_mid"), ExtResource("5_leaf_dark")])
|
||||
collision_radius = 0.55
|
||||
collision_height = 4.2
|
||||
gatherable_anchor_height = 2.15
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue