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Spellchecked
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michaliskambi committed Nov 13, 2024
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5 changes: 5 additions & 0 deletions .vscode/settings.json
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"beforedestruction",
"bgfx",
"binutils",
"BSDF",
"bugreport",
"bump_demo_leaf_nobump",
"Canneyt",
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"Nakama",
"navmesh",
"noimage",
"normalmaps",
"Npcs",
"nvim",
"octrees",
"openal",
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"thumbnailer",
"thumbnailers",
"tileable",
"tileset",
"tilesets",
"titlealt",
"TLODNode",
"todos",
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4 changes: 2 additions & 2 deletions htdocs/doc/blender.adoc
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Expand Up @@ -130,7 +130,7 @@ cgeimg::block[

. For the easiest setup, everything you want to bake should be in one Blender object (it can still have different materials, so also different textures, for various faces). You can just _join_ (_Ctrl + J_) all meshes.

. Create a new texture (image) in Blender as a target for baking. I call this texture `baked` on the screnshot below.
. Create a new texture (image) in Blender as a target for baking. I call this texture `baked` on the screenshot below.
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Initial color doesn't really matter (just black is OK).
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blender_bake_110_in_editor.png|Level with baked lighting in Castle Game Engine editor
]

NOTE: You can also choose to bake only some things into the texture (like _ambient occlusion_) and then choose to mix this newly baked texture with your regular texture in the engine. This means that the engine will use _multi-texturing_, which is fully supported across everything: https://docs.blender.org/manual/en/dev/addons/import_export/scene_gltf2.html[Blender -> X3D exporter can save material with mutiple textures if you set up nodes correctly] and link:gltf[gllTF] and _Castle Game Engine_ support it.
NOTE: You can also choose to bake only some things into the texture (like _ambient occlusion_) and then choose to mix this newly baked texture with your regular texture in the engine. This means that the engine will use _multi-texturing_, which is fully supported across everything: https://docs.blender.org/manual/en/dev/addons/import_export/scene_gltf2.html[Blender -> X3D exporter can save material with multiple textures if you set up nodes correctly] and link:gltf[gllTF] and _Castle Game Engine_ support it.

See also:

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2 changes: 1 addition & 1 deletion htdocs/doc/tiled_maps.adoc
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Expand Up @@ -47,7 +47,7 @@ cgeimg::float[

The cgeref:TCastleTiledMap[] is a cgeref:TCastleTransform[] instance, and as such you can move, rotate and scale it.

You can also place link:viewport_and_scenes[other things in the viewport] (like cgeref:TCastleScene[], cgeref:TCastleImageTransform[]) in front or behind the map. Use the Z coordinate to control what is in front/behind. If you want to place something on top of a specifc map tile, the cgeref:TCastleTiledMap.TileRectangle[] method is useful.
You can also place link:viewport_and_scenes[other things in the viewport] (like cgeref:TCastleScene[], cgeref:TCastleImageTransform[]) in front or behind the map. Use the Z coordinate to control what is in front/behind. If you want to place something on top of a specific map tile, the cgeref:TCastleTiledMap.TileRectangle[] method is useful.

Inside the viewport you have a regular link:camera[]. You can move the camera, you can change the camera orthographic height (cgeref:TCastleOrthographic.Height[]) to zoom in/out. Add the cgeref:TCastle2DNavigation[] component as a child of your viewport to allow user to move/zoom on the map too.

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