[gd_scene load_steps=21 format=2] [ext_resource path="res://scenes/Game/Character/Character.tscn" type="PackedScene" id=1] [ext_resource path="res://assets/Game/Brick08/Bricks08_col.jpg" type="Texture" id=2] [ext_resource path="res://assets/Game/Brick08/Bricks08_AO.jpg" type="Texture" id=3] [ext_resource path="res://assets/Game/Brick08/Bricks08_disp.jpg" type="Texture" id=4] [ext_resource path="res://assets/Game/Brick08/Bricks08_nrm.jpg" type="Texture" id=5] [ext_resource path="res://assets/Game/Brick08/Bricks08_rgh.jpg" type="Texture" id=6] [ext_resource path="res://scenes/Game/CubeShaderTest.tscn" type="PackedScene" id=7] [ext_resource path="res://scenes/Game/firecamp.tscn" type="PackedScene" id=8] [ext_resource path="res://assets/Game/textures/fire_01.png" type="Texture" id=9] [ext_resource path="res://assets/Game/textures/fire_02.png" type="Texture" id=10] [sub_resource type="PlaneMesh" id=1] custom_aabb = AABB( 0, 0, 0, 0, 0, 0 ) size = Vector2( 2, 2 ) subdivide_width = 0 subdivide_depth = 0 [sub_resource type="SpatialMaterial" id=2] render_priority = 1 flags_transparent = false flags_unshaded = false flags_vertex_lighting = false flags_no_depth_test = false flags_use_point_size = false flags_world_triplanar = false flags_fixed_size = false flags_albedo_tex_force_srgb = false vertex_color_use_as_albedo = false vertex_color_is_srgb = false params_diffuse_mode = 0 params_specular_mode = 0 params_blend_mode = 0 params_cull_mode = 0 params_depth_draw_mode = 0 params_line_width = 1.0 params_point_size = 1.0 params_billboard_mode = 0 params_grow = false params_use_alpha_scissor = false albedo_color = Color( 1, 1, 1, 1 ) albedo_texture = ExtResource( 2 ) metallic = 0.0 metallic_specular = 0.0 metallic_texture_channel = 0 roughness = 1.0 roughness_texture = ExtResource( 6 ) roughness_texture_channel = 3 emission_enabled = false normal_enabled = true normal_scale = 1.0 normal_texture = ExtResource( 5 ) rim_enabled = false clearcoat_enabled = false anisotropy_enabled = false ao_enabled = true ao_light_affect = 0.0 ao_texture = ExtResource( 3 ) ao_on_uv2 = false ao_texture_channel = 0 depth_enabled = true depth_scale = 0.05 depth_deep_parallax = true depth_min_layers = 8 depth_max_layers = 32 depth_texture = ExtResource( 4 ) subsurf_scatter_enabled = false transmission_enabled = false refraction_enabled = false detail_enabled = false uv1_scale = Vector3( 2, 2, 2 ) uv1_offset = Vector3( 0, 0, 0 ) uv1_triplanar = false uv1_triplanar_sharpness = 1.0 uv2_scale = Vector3( 1, 1, 1 ) uv2_offset = Vector3( 0, 0, 0 ) uv2_triplanar = false uv2_triplanar_sharpness = 1.0 proximity_fade_enable = false distance_fade_enable = false _sections_unfolded = [ "Albedo", "Ambient Occlusion", "Anisotropy", "Clearcoat", "Depth", "Detail", "Distance Fade", "Emission", "Flags", "Metallic", "NormalMap", "Parameters", "Proximity Fade", "Refraction", "Roughness", "Subsurf Scatter", "Transmission", "UV1", "UV2", "Vertex Color" ] [sub_resource type="ConvexPolygonShape" id=3] points = PoolVector3Array( 1, 0, 1, -1, 0, 1, 1, 0, -1, -1, 0, -1 ) [sub_resource type="CubeMesh" id=4] custom_aabb = AABB( 0, 0, 0, 0, 0, 0 ) size = Vector3( 2, 2, 2 ) subdivide_width = 0 subdivide_height = 0 subdivide_depth = 0 [sub_resource type="SpatialMaterial" id=5] render_priority = 0 flags_transparent = false flags_unshaded = false flags_vertex_lighting = false flags_no_depth_test = false flags_use_point_size = false flags_world_triplanar = false flags_fixed_size = false flags_albedo_tex_force_srgb = false vertex_color_use_as_albedo = true vertex_color_is_srgb = false params_diffuse_mode = 0 params_specular_mode = 0 params_blend_mode = 0 params_cull_mode = 0 params_depth_draw_mode = 0 params_line_width = 1.0 params_point_size = 1.0 params_billboard_mode = 0 params_grow = false params_use_alpha_scissor = false albedo_color = Color( 1, 1, 1, 1 ) albedo_texture = ExtResource( 2 ) metallic = 0.0 metallic_specular = 0.5 metallic_texture_channel = 0 roughness = 0.0 roughness_texture = ExtResource( 6 ) roughness_texture_channel = 0 emission_enabled = false normal_enabled = true normal_scale = 1.0 normal_texture = ExtResource( 5 ) rim_enabled = false clearcoat_enabled = false anisotropy_enabled = false ao_enabled = true ao_light_affect = 0.0 ao_texture = ExtResource( 3 ) ao_on_uv2 = false ao_texture_channel = 0 depth_enabled = true depth_scale = 0.05 depth_deep_parallax = true depth_min_layers = 8 depth_max_layers = 32 depth_texture = ExtResource( 4 ) subsurf_scatter_enabled = false transmission_enabled = false refraction_enabled = false detail_enabled = false uv1_scale = Vector3( 1, 1, 1 ) uv1_offset = Vector3( 0, 0, 0 ) uv1_triplanar = false uv1_triplanar_sharpness = 1.0 uv2_scale = Vector3( 1, 1, 1 ) uv2_offset = Vector3( 0, 0, 0 ) uv2_triplanar = false uv2_triplanar_sharpness = 1.0 proximity_fade_enable = false distance_fade_enable = false _sections_unfolded = [ "Albedo", "Ambient Occlusion", "Clearcoat", "Depth", "Detail", "Distance Fade", "Flags", "NormalMap", "Proximity Fade", "Rim", "Roughness", "Subsurf Scatter", "Transmission", "Vertex Color" ] [sub_resource type="ConvexPolygonShape" id=6] points = PoolVector3Array( -1, 1, 1, 1, 1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, 1, -1, -1, 1, -1, 1, -1, -1, -1, 1, 1, 1, -1, 1, -1, 1, 1, -1, -1, 1, 1, 1, -1, 1, -1, -1, -1, 1, -1, -1, -1, -1, 1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1, -1, -1, -1, -1, -1, 1, -1, 1, -1, -1 ) [sub_resource type="SpatialMaterial" id=7] render_priority = 0 flags_transparent = false flags_unshaded = true flags_vertex_lighting = false flags_no_depth_test = false flags_use_point_size = false flags_world_triplanar = false flags_fixed_size = false flags_albedo_tex_force_srgb = false vertex_color_use_as_albedo = false vertex_color_is_srgb = false params_diffuse_mode = 0 params_specular_mode = 0 params_blend_mode = 1 params_cull_mode = 2 params_depth_draw_mode = 0 params_line_width = 1.0 params_point_size = 1.0 params_billboard_mode = 3 params_grow = false params_use_alpha_scissor = false particles_anim_h_frames = 1 particles_anim_v_frames = 1 particles_anim_loop = 0 albedo_color = Color( 0.390625, 0.390625, 0.390625, 1 ) albedo_texture = ExtResource( 9 ) metallic = 0.0 metallic_specular = 0.5 metallic_texture_channel = 0 roughness = 0.0 roughness_texture_channel = 0 emission_enabled = true emission = Color( 1, 0.886353, 0.617188, 1 ) emission_energy = 1.0 emission_operator = 0 emission_on_uv2 = false normal_enabled = false rim_enabled = false clearcoat_enabled = false anisotropy_enabled = false ao_enabled = false depth_enabled = false subsurf_scatter_enabled = false transmission_enabled = false refraction_enabled = false detail_enabled = false uv1_scale = Vector3( 1, 1, 1 ) uv1_offset = Vector3( 0, 0, 0 ) uv1_triplanar = false uv1_triplanar_sharpness = 1.0 uv2_scale = Vector3( 1, 1, 1 ) uv2_offset = Vector3( 0, 0, 0 ) uv2_triplanar = false uv2_triplanar_sharpness = 1.0 proximity_fade_enable = false distance_fade_enable = false _sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ] [sub_resource type="QuadMesh" id=8] material = SubResource( 7 ) custom_aabb = AABB( 0, 0, 0, 0, 0, 0 ) size = Vector2( 0.4, 0.4 ) [sub_resource type="SpatialMaterial" id=9] render_priority = 0 flags_transparent = false flags_unshaded = true flags_vertex_lighting = false flags_no_depth_test = false flags_use_point_size = false flags_world_triplanar = false flags_fixed_size = false flags_albedo_tex_force_srgb = false vertex_color_use_as_albedo = false vertex_color_is_srgb = false params_diffuse_mode = 0 params_specular_mode = 0 params_blend_mode = 1 params_cull_mode = 2 params_depth_draw_mode = 0 params_line_width = 1.0 params_point_size = 1.0 params_billboard_mode = 3 params_grow = false params_use_alpha_scissor = false particles_anim_h_frames = 1 particles_anim_v_frames = 1 particles_anim_loop = 0 albedo_color = Color( 0.390625, 0.390625, 0.390625, 1 ) albedo_texture = ExtResource( 10 ) metallic = 0.0 metallic_specular = 0.5 metallic_texture_channel = 0 roughness = 0.0 roughness_texture_channel = 0 emission_enabled = true emission = Color( 1, 0.886353, 0.617188, 1 ) emission_energy = 1.0 emission_operator = 0 emission_on_uv2 = false emission_texture = ExtResource( 10 ) normal_enabled = false rim_enabled = false clearcoat_enabled = false anisotropy_enabled = false ao_enabled = false depth_enabled = false subsurf_scatter_enabled = false transmission_enabled = false refraction_enabled = false detail_enabled = false uv1_scale = Vector3( 1, 1, 1 ) uv1_offset = Vector3( 0, 0, 0 ) uv1_triplanar = false uv1_triplanar_sharpness = 1.0 uv2_scale = Vector3( 1, 1, 1 ) uv2_offset = Vector3( 0, 0, 0 ) uv2_triplanar = false uv2_triplanar_sharpness = 1.0 proximity_fade_enable = false distance_fade_enable = false _sections_unfolded = [ "Albedo", "Emission", "Flags", "Parameters", "Particles Anim" ] [sub_resource type="QuadMesh" id=10] material = SubResource( 9 ) custom_aabb = AABB( 0, 0, 0, 0, 0, 0 ) size = Vector2( 0.4, 0.4 ) [node name="Game" type="Spatial" index="0"] [node name="Character" parent="." index="0" instance=ExtResource( 1 )] [node name="World" type="Spatial" parent="." index="1"] [node name="Terrain" type="Spatial" parent="World" index="0"] [node name="Ground" type="StaticBody" parent="World/Terrain" index="0"] input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 friction = 1.0 bounce = 0.0 constant_linear_velocity = Vector3( 0, 0, 0 ) constant_angular_velocity = Vector3( 0, 0, 0 ) [node name="MeshInstance" type="MeshInstance" parent="World/Terrain/Ground" index="0"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) layers = 1 material_override = null cast_shadow = 1 extra_cull_margin = 0.0 use_in_baked_light = false lod_min_distance = 0.0 lod_min_hysteresis = 0.0 lod_max_distance = 0.0 lod_max_hysteresis = 0.0 mesh = SubResource( 1 ) skeleton = NodePath("..") material/0 = SubResource( 2 ) _sections_unfolded = [ "Transform", "material" ] [node name="CollisionShape" type="CollisionShape" parent="World/Terrain/Ground" index="1"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) shape = SubResource( 3 ) disabled = false [node name="Wall1" type="StaticBody" parent="World/Terrain" index="1"] transform = Transform( -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0, 1, -10, 10, 0 ) input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 friction = 1.0 bounce = 0.0 constant_linear_velocity = Vector3( 0, 0, 0 ) constant_angular_velocity = Vector3( 0, 0, 0 ) _sections_unfolded = [ "Transform" ] [node name="MeshInstance" type="MeshInstance" parent="World/Terrain/Wall1" index="0"] transform = Transform( -4.37114e-07, 0, -10, 0, 10, 0, 10, 0, -4.37114e-07, 0, 0, 0 ) layers = 1 material_override = null cast_shadow = 1 extra_cull_margin = 0.0 use_in_baked_light = false lod_min_distance = 0.0 lod_min_hysteresis = 0.0 lod_max_distance = 0.0 lod_max_hysteresis = 0.0 mesh = SubResource( 1 ) skeleton = NodePath("..") material/0 = SubResource( 2 ) _sections_unfolded = [ "Transform", "material" ] [node name="CollisionShape" type="CollisionShape" parent="World/Terrain/Wall1" index="1"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) shape = SubResource( 3 ) disabled = false _sections_unfolded = [ "Transform" ] [node name="Wall2" type="StaticBody" parent="World/Terrain" index="2"] transform = Transform( -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0, 1, 10, 10, 0 ) input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 friction = 1.0 bounce = 0.0 constant_linear_velocity = Vector3( 0, 0, 0 ) constant_angular_velocity = Vector3( 0, 0, 0 ) _sections_unfolded = [ "Transform" ] [node name="MeshInstance" type="MeshInstance" parent="World/Terrain/Wall2" index="0"] transform = Transform( -4.37114e-07, 0, 10, 0, 10, 0, -10, 0, -4.37114e-07, 0, 0, 0 ) layers = 1 material_override = null cast_shadow = 1 extra_cull_margin = 0.0 use_in_baked_light = false lod_min_distance = 0.0 lod_min_hysteresis = 0.0 lod_max_distance = 0.0 lod_max_hysteresis = 0.0 mesh = SubResource( 1 ) skeleton = NodePath("..") material/0 = SubResource( 2 ) _sections_unfolded = [ "Transform", "material" ] [node name="CollisionShape" type="CollisionShape" parent="World/Terrain/Wall2" index="1"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) shape = SubResource( 3 ) disabled = false [node name="Wall3" type="StaticBody" parent="World/Terrain" index="3"] transform = Transform( 1.91069e-15, 4.37114e-08, 1, 1, -4.37114e-08, 0, 4.37114e-08, 1, -4.37114e-08, 0, 10, -10 ) input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 friction = 1.0 bounce = 0.0 constant_linear_velocity = Vector3( 0, 0, 0 ) constant_angular_velocity = Vector3( 0, 0, 0 ) _sections_unfolded = [ "Transform" ] [node name="MeshInstance" type="MeshInstance" parent="World/Terrain/Wall3" index="0"] transform = Transform( -4.37114e-07, 0, 10, 0, 10, 0, -10, 0, -4.37114e-07, 0, 0, 0 ) layers = 1 material_override = null cast_shadow = 1 extra_cull_margin = 0.0 use_in_baked_light = false lod_min_distance = 0.0 lod_min_hysteresis = 0.0 lod_max_distance = 0.0 lod_max_hysteresis = 0.0 mesh = SubResource( 1 ) skeleton = NodePath("..") material/0 = SubResource( 2 ) _sections_unfolded = [ "Transform", "material" ] [node name="CollisionShape" type="CollisionShape" parent="World/Terrain/Wall3" index="1"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) shape = SubResource( 3 ) disabled = false [node name="Wall4" type="StaticBody" parent="World/Terrain" index="4"] transform = Transform( 1.91069e-15, 4.37114e-08, -1, 1, -4.37114e-08, 0, -4.37114e-08, -1, -4.37114e-08, 0, 10, 10 ) input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 friction = 1.0 bounce = 0.0 constant_linear_velocity = Vector3( 0, 0, 0 ) constant_angular_velocity = Vector3( 0, 0, 0 ) _sections_unfolded = [ "Transform" ] [node name="MeshInstance" type="MeshInstance" parent="World/Terrain/Wall4" index="0"] transform = Transform( -4.37114e-07, 0, 10, 0, 10, 0, -10, 0, -4.37114e-07, 0, 0, 0 ) layers = 1 material_override = null cast_shadow = 1 extra_cull_margin = 0.0 use_in_baked_light = false lod_min_distance = 0.0 lod_min_hysteresis = 0.0 lod_max_distance = 0.0 lod_max_hysteresis = 0.0 mesh = SubResource( 1 ) skeleton = NodePath("..") material/0 = SubResource( 2 ) _sections_unfolded = [ "Transform", "material" ] [node name="CollisionShape" type="CollisionShape" parent="World/Terrain/Wall4" index="1"] transform = Transform( 10, 0, 0, 0, 10, 0, 0, 0, 10, 0, 0, 0 ) shape = SubResource( 3 ) disabled = false [node name="OmniLight" type="OmniLight" parent="World" index="1"] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 7.46929, 4.14904, -7.50301 ) layers = 1 light_color = Color( 1, 1, 1, 1 ) light_energy = 1.0 light_indirect_energy = 1.0 light_negative = false light_specular = 0.5 light_bake_mode = 1 light_cull_mask = -1 shadow_enabled = true shadow_color = Color( 0, 0, 0, 1 ) shadow_bias = 0.1 shadow_contact = 0.05 shadow_reverse_cull_face = false editor_only = false omni_range = 14.0233 omni_attenuation = 2.0 omni_shadow_mode = 1 omni_shadow_detail = 1 _sections_unfolded = [ "Editor", "Light", "Omni", "Shadow", "Visibility" ] [node name="Box" type="RigidBody" parent="World" index="2"] transform = Transform( 0.640199, 0.768209, 0, -0.650662, 0.542239, -0.531616, -0.408393, 0.34034, 0.846985, 1.68693, 3.13013, -6.48976 ) input_ray_pickable = true input_capture_on_drag = false collision_layer = 1 collision_mask = 1 mode = 0 mass = 1.0 friction = 1.0 bounce = 0.0 gravity_scale = 1.0 custom_integrator = false continuous_cd = false contacts_reported = 0 contact_monitor = false sleeping = false can_sleep = true axis_lock_linear_x = false axis_lock_linear_y = false axis_lock_linear_z = false axis_lock_angular_x = false axis_lock_angular_y = false axis_lock_angular_z = false linear_velocity = Vector3( 0, 0, 0 ) linear_damp = -1.0 angular_velocity = Vector3( 0, 0, 0 ) angular_damp = -1.0 [node name="MeshInstance" type="MeshInstance" parent="World/Box" index="0"] transform = Transform( 1, 1.49012e-08, 0, 2.68221e-07, 1, -5.96046e-08, -2.98023e-08, 1.19209e-07, 1, 0.0656062, -0.054674, 0.0536029 ) layers = 1 material_override = null cast_shadow = 1 extra_cull_margin = 0.0 use_in_baked_light = false lod_min_distance = 0.0 lod_min_hysteresis = 0.0 lod_max_distance = 0.0 lod_max_hysteresis = 0.0 mesh = SubResource( 4 ) skeleton = NodePath("..") material/0 = SubResource( 5 ) _sections_unfolded = [ "Geometry", "LOD", "material" ] [node name="CollisionShape" type="CollisionShape" parent="World/Box" index="1"] transform = Transform( 1, 1.49012e-08, 0, 1.3411e-07, 1, 0, 2.98023e-08, -2.98023e-08, 1, 0, 0, 0 ) shape = SubResource( 6 ) disabled = false _sections_unfolded = [ "Transform" ] [node name="CubeShaderTest" parent="World" index="3" instance=ExtResource( 7 )] transform = Transform( -0.471909, 0, -0.881647, 0, 1, 0, 0.881647, 0, -0.471909, 4, 2, 3.11353 ) [node name="fire_01" parent="World" index="4" instance=ExtResource( 8 )] transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -4.60514, 0.220215, -2.3728 ) visibility_aabb = AABB( -4, -4.04395, -3.96729, 8, 8, 8 ) draw_passes = 2 draw_pass_1 = SubResource( 8 ) draw_pass_2 = SubResource( 10 )