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Merge pull request #10687 from skyace65/3DGameSetup

Update first 3D game setup page images for 4.4
tetrapod 5 months ago
parent
commit
91da8dd9d1
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/04.start_assets.webp
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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/05.main_node.webp
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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/06.staticbody_node.webp
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      getting_started/first_3d_game/img/01.game_setup/07.collision_shape_warning.png
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      getting_started/first_3d_game/img/01.game_setup/07.collision_shape_warning.webp
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      getting_started/first_3d_game/img/01.game_setup/08.create_box_shape3D.jpg
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      getting_started/first_3d_game/img/01.game_setup/08.create_box_shape3D.webp
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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/10.mesh_instance3d.webp
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      getting_started/first_3d_game/img/01.game_setup/11.box_mesh.webp
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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/12.cube_resized.webp
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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/14.select_mode_icon.webp
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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/adding_static_body3D.webp
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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/img/01.game_setup/ground_down1meter.webp
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      getting_started/first_3d_game/img/01.game_setup/use_snap.webp

+ 11 - 9
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
 .. 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
 .. 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
 .. 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/``.
 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.
 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
 There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that
 belong to these models, and a music track.
 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
 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).
 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).
 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
 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
 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.
 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*
 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*.
 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
 The box shape is perfect for flat ground and walls. Its thickness makes it
 reliable to block even fast-moving objects.
 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
 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.
 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>`
 In the *Inspector*, click on the field next to *Mesh* and create a :ref:`BoxMesh <class_BoxMesh>`
 resource to create a visible box.
 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
 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``.
 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
 You should see a wide grey slab that covers the grid and blue and red axes in
 the viewport.
 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
     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.
     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
 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.
 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.
 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
 We should change its size to fit the 3D model better. You can do so
 interactively by clicking and dragging on the orange dots.
 interactively by clicking and dragging on the orange dots.

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