From a77b65827ed7753ef9aba0b3dda69a3046323b28 Mon Sep 17 00:00:00 2001 From: Alexander Sellite Date: Sun, 26 Jul 2026 15:35:37 +0000 Subject: [PATCH] Delete page "2c.-Terrain-and-Water" --- 2c.-Terrain-and-Water.md | 147 --------------------------------------- 1 file changed, 147 deletions(-) delete mode 100644 2c.-Terrain-and-Water.md diff --git a/2c.-Terrain-and-Water.md b/2c.-Terrain-and-Water.md deleted file mode 100644 index 3d6aea8..0000000 --- a/2c.-Terrain-and-Water.md +++ /dev/null @@ -1,147 +0,0 @@ -# Terrain and Water - -This page defines how contributors should build terrain and shorelines for NETFISHING. - -## Do not create one giant island mesh - -The complete world should not be one enormous Blender mesh. - -Prefer one terrain mesh per major region: - -- Village -- Starter Pond -- River -- Lake -- Marsh -- Coast - -This allows each region to be: - -- Replaced independently -- Edited without exporting the whole world -- Assigned separate collision -- Worked on by different contributors -- Rearranged in Godot - -## What terrain may include - -A regional terrain mesh may include: - -- Broad land shape -- Shoreline -- Hills -- Slopes -- Main path shape -- Pond or lake basin -- Underwater slopes -- Visible seabed - -Terrain should not include: - -- Water surfaces -- Docks -- Bridges -- Trees -- Rocks -- Buildings -- Signs -- Fishable-water areas -- Recovery triggers -- Safe respawn points -- Interaction areas - -Those remain separate in Godot or separate reusable assets. - -## Water ownership - -Blender owns: - -- Shoreline shape -- Bank shape -- Underwater slopes -- Beaches -- Visible seabed -- Water-body openings - -Godot owns: - -- Water surface -- Water shader or material -- Fishable-water volume -- Recovery trigger -- Water animation -- Gameplay behavior - -Do not export primary playable water as part of the terrain GLB. - -## Water reference plane - -A temporary reference plane may be used in Blender. - -Recommended name: - - REF_WaterLevel - -Exclude it from the final export. - -Suggested local vertical reference: - - Land walking surface: Z = 0 - Water reference: Z = 0.1 to 0.2 - Shallow shoreline shelf: Z = -0.3 to -1 - Main seabed: Z = -4 to -6 - -Do not place a flat solid slab immediately beneath the water surface. - -## Region origins - -Model regional terrain around a predictable local origin. - -Recommended convention: - -- Region center near `0,0,0` -- Ground near `Z = 0` -- Water reference near `Z = 0.2` -- Seabed between `Z = -4` and `Z = -6` - -Godot places the region at its final world position. - -Do not bake the complete world’s Godot coordinates into every regional Blender file. - -## Terrain collision - -Terrain collision should be simpler than the visual mesh. - -A terrain Blender file may contain: - -- `StarterPondTerrain_Visual` -- `StarterPondTerrain_Collision` - -The collision mesh should: - -- Remove small bumps -- Remove decorative details -- Use broad slopes -- Avoid tiny holes -- Avoid narrow triangles -- Avoid invisible lips -- Follow the visible shoreline reasonably closely - -Do not use detailed terrain geometry directly as collision without testing it in Godot. - -## Region composition in Godot - -A region will typically contain: - - StarterPondRegion - ├── TerrainVisual - ├── TerrainCollision - ├── Water - ├── FishingRegion - ├── WaterRecovery - ├── SafeRespawns - └── Props - -Contributors normally provide visual models and requested collision. - -Gameplay nodes are configured in Godot. \ No newline at end of file