Apply sand texture to starter island

This commit is contained in:
Alexander Sellite 2026-07-29 15:05:52 -04:00
parent 9e473656b6
commit b9bc1ca39f
5 changed files with 94 additions and 0 deletions

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After

Width:  |  Height:  |  Size: 6.1 KiB

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@ -0,0 +1,41 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bnje415gq85nn"
path.s3tc="res://.godot/imported/sand.png-41fc96c392119deeba43c2d4e49d88a5.s3tc.ctex"
metadata={
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://art/exported/environment/textures/sand.png"
dest_files=["res://.godot/imported/sand.png-41fc96c392119deeba43c2d4e49d88a5.s3tc.ctex"]
[params]
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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@ -0,0 +1,10 @@
[gd_resource type="StandardMaterial3D" load_steps=2 format=3]
[ext_resource type="Texture2D" path="res://art/exported/environment/textures/sand.png" id="1_texture"]
[resource]
resource_name = "Starter Island Sand"
texture_filter = 4
albedo_texture = ExtResource("1_texture")
roughness = 1.0
uv1_scale = Vector3(21.406, 21.406, 21.406)

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@ -6,6 +6,7 @@ const FishingShopInteractionType = preload(
"res://world/fishing_shop_interaction.gd" "res://world/fishing_shop_interaction.gd"
) )
const GRASS_SURFACE_NAME: String = "grass_lite" const GRASS_SURFACE_NAME: String = "grass_lite"
const SAND_SURFACE_NAME: String = "sand"
@export_group("Owned Nodes") @export_group("Owned Nodes")
@export_node_path("MeshInstance3D") @export_node_path("MeshInstance3D")
@ -31,9 +32,14 @@ var pelican_landmark_path: NodePath = (
@export var grass_material: Material @export var grass_material: Material
@export_range(0, 16, 1) var grass_surface_index: int = 0 @export_range(0, 16, 1) var grass_surface_index: int = 0
@export_group("Sand Surface")
@export var sand_material: Material
@export_range(0, 16, 1) var sand_surface_index: int = 2
func _ready() -> void: func _ready() -> void:
_apply_grass_material() _apply_grass_material()
_apply_sand_material()
_build_terrain_collision() _build_terrain_collision()
if Engine.is_editor_hint(): if Engine.is_editor_hint():
update_configuration_warnings() update_configuration_warnings()
@ -84,6 +90,31 @@ func _apply_grass_material() -> void:
) )
func _apply_sand_material() -> void:
var visual_mesh: MeshInstance3D = (
get_node_or_null(visual_mesh_path) as MeshInstance3D
)
if visual_mesh == null or visual_mesh.mesh == null:
push_error("Starter island visual mesh is unavailable.")
return
if sand_material == null:
push_error("Starter island sand material is unavailable.")
return
if sand_surface_index >= visual_mesh.mesh.get_surface_count():
push_error("Starter island sand surface index is invalid.")
return
if (
visual_mesh.mesh.surface_get_name(sand_surface_index)
!= SAND_SURFACE_NAME
):
push_error("Starter island sand surface name does not match.")
return
visual_mesh.set_surface_override_material(
sand_surface_index,
sand_material
)
func _build_terrain_collision() -> void: func _build_terrain_collision() -> void:
var visual_mesh: MeshInstance3D = ( var visual_mesh: MeshInstance3D = (
get_node_or_null(visual_mesh_path) as MeshInstance3D get_node_or_null(visual_mesh_path) as MeshInstance3D
@ -120,6 +151,16 @@ func _get_configuration_warnings() -> PackedStringArray:
warnings.append("Grass surface index must identify the grass surface.") warnings.append("Grass surface index must identify the grass surface.")
if grass_material == null: if grass_material == null:
warnings.append("Assign the starter-island grass material.") warnings.append("Assign the starter-island grass material.")
if visual_mesh != null and visual_mesh.mesh != null:
if sand_surface_index >= visual_mesh.mesh.get_surface_count():
warnings.append("Sand surface index is outside the terrain mesh.")
elif (
visual_mesh.mesh.surface_get_name(sand_surface_index)
!= SAND_SURFACE_NAME
):
warnings.append("Sand surface index must identify the sand surface.")
if sand_material == null:
warnings.append("Assign the starter-island sand material.")
if get_node_or_null(terrain_collision_shape_path) == null: if get_node_or_null(terrain_collision_shape_path) == null:
warnings.append("Terrain/Collision must provide a collision shape.") warnings.append("Terrain/Collision must provide a collision shape.")
if get_node_or_null(player_spawn_path) == null: if get_node_or_null(player_spawn_path) == null:

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