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Update first 3D game setup page picture for 4.4

skyace65 5 months ago
parent
commit
226197f3f2
27 changed files with 12 additions and 10 deletions
  1. 11 9
      getting_started/first_3d_game/01.game_setup.rst
  2. 1 1
      getting_started/first_3d_game/04.mob_scene.rst
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      getting_started/first_3d_game/img/01.game_setup/02.browse_to_project_folder.webp
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      getting_started/first_3d_game/img/01.game_setup/03.import_and_edit.webp
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      getting_started/first_3d_game/img/01.game_setup/04.start_assets.png
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      getting_started/first_3d_game/img/01.game_setup/05.main_node.png
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      getting_started/first_3d_game/img/01.game_setup/06.staticbody_node.png
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      getting_started/first_3d_game/img/01.game_setup/create_directional_light3d.webp
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getting_started/first_3d_game/01.game_setup.rst

@@ -23,7 +23,7 @@ contains.
 
 .. image:: img/01.game_setup/02.browse_to_project_folder.webp
 
-Click *Import & Edit* to open the project in the editor.
+Click *Import* to open the project in the editor.
 
 .. image:: img/01.game_setup/03.import_and_edit.webp
 
@@ -32,10 +32,12 @@ Click *Convert Full Project* to convert the project to your current Godot versio
 
 .. image:: img/01.game_setup/import_project_to_4.x_prompt.webp
 
+If it doesn't open immediately open the project from your project list.
+
 The start project contains an icon and two folders: ``art/`` and ``fonts/``.
 There, you will find the art assets and music we'll use in the game.
 
-.. image:: img/01.game_setup/04.start_assets.png
+.. image:: img/01.game_setup/04.start_assets.webp
 
 There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that
 belong to these models, and a music track.
@@ -48,7 +50,7 @@ We're going to create our main scene with a plain :ref:`Node <class_Node>` as it
 top-left and double-click on *Node*. Name the node ``Main``. An alternate method to rename the node is to right-click on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add
 a node to the scene, you can press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on macOS).
 
-.. image:: img/01.game_setup/05.main_node.png
+.. image:: img/01.game_setup/05.main_node.webp
 
 Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + S` (:kbd:`Cmd + S` on macOS).
 
@@ -61,17 +63,17 @@ node, then a :ref:`CollisionShape3D <class_CollisionShape3D>`. Rename the :ref:`
 
 Your scene tree should look like this
 
-.. image:: img/01.game_setup/06.staticbody_node.png
+.. image:: img/01.game_setup/06.staticbody_node.webp
 
 A warning sign next to the :ref:`CollisionShape3D <class_CollisionShape3D>` appears because we haven't defined
 its shape. If you click the icon, a popup appears to give you more information.
 
-.. image:: img/01.game_setup/07.collision_shape_warning.png
+.. image:: img/01.game_setup/07.collision_shape_warning.webp
 
 To create a shape, select the :ref:`CollisionShape3D <class_CollisionShape3D>` node, head to the *Inspector*
 and click the *<empty>* field next to the *Shape* property. Create a new *BoxShape3D*.
 
-.. image:: img/01.game_setup/08.create_box_shape3D.jpg
+.. image:: img/01.game_setup/08.create_box_shape3D.webp
 
 The box shape is perfect for flat ground and walls. Its thickness makes it
 reliable to block even fast-moving objects.
@@ -88,7 +90,7 @@ the Z-axis.
 Collision shapes are invisible. We need to add a visual floor that goes along
 with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D <class_MeshInstance3D>` as its child.
 
-.. image:: img/01.game_setup/10.mesh_instance3d.png
+.. image:: img/01.game_setup/10.mesh_instance3d.webp
 
 In the *Inspector*, click on the field next to *Mesh* and create a :ref:`BoxMesh <class_BoxMesh>`
 resource to create a visible box.
@@ -98,7 +100,7 @@ resource to create a visible box.
 Once again, it's too small by default. Click the box icon to expand the
 resource and set its *Size* to ``60``, ``2``, and ``60``.
 
-.. image:: img/01.game_setup/12.cube_resized.png
+.. image:: img/01.game_setup/12.cube_resized.webp
 
 You should see a wide grey slab that covers the grid and blue and red axes in
 the viewport.
@@ -119,7 +121,7 @@ Start by setting snapping with your preferred method. Then move the ``Ground`` n
     If you can't see the 3D object manipulator like on the image above, ensure
     the *Select Mode* is active in the toolbar above the view.
 
-.. image:: img/01.game_setup/14.select_mode_icon.png
+.. image:: img/01.game_setup/14.select_mode_icon.webp
 
 Move the ground down ``1`` meter, in order to have a visible editor grid. A label in the bottom-left corner of the
 viewport tells you how much you're translating the node.

+ 1 - 1
getting_started/first_3d_game/04.mob_scene.rst

@@ -33,7 +33,7 @@ Add a :ref:`CollisionShape3D <class_CollisionShape3D>`.
 
 In the *Inspector*, assign a *BoxShape3D* to the *Shape* property.
 
-.. image:: img/01.game_setup/08.create_box_shape3D.jpg
+.. image:: img/01.game_setup/08.create_box_shape3D.webp
 
 We should change its size to fit the 3D model better. You can do so
 interactively by clicking and dragging on the orange dots.

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getting_started/first_3d_game/img/01.game_setup/04.start_assets.png


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getting_started/first_3d_game/img/01.game_setup/05.main_node.png


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getting_started/first_3d_game/img/01.game_setup/06.staticbody_node.png


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getting_started/first_3d_game/img/01.game_setup/10.mesh_instance3d.png


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getting_started/first_3d_game/img/01.game_setup/12.cube_resized.png


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getting_started/first_3d_game/img/01.game_setup/14.select_mode_icon.png


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getting_started/first_3d_game/img/01.game_setup/16.turn_on_shadows.webp


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getting_started/first_3d_game/img/01.game_setup/17.project_with_light.webp


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getting_started/first_3d_game/img/01.game_setup/use_snap.webp