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About

In this README you will learn how to create tactical maps in Blender and how to import them into Godot Engine. This project include a simple autodetection system which will allow you into create maps as fast as posible, but make sure to follow each step of this guide.

Requirements

Create a map

First of all let's create a new blender project an remove all the objects with "A", then "X". preview

Now, lets create a new cube with "Shift+A" and select Mesh > Cube. preview

Make sure its size is 1m preview

From edit mode (hit "Tab key") use "S" to activate scale mode. Click anywhere to cancel and manually set the size from the menu. preview

In my case will go for a simple 5x5 grid preview

Lets switch to "Face select" from the menu above preview

And lets move to the bottom view by clicking the -Z axis at the top right corner preview

Select the bottom face and then "X" to remove it preview

You will now have an empy mesh preview

Create a grid by adding some cuts with "Ctrl+R". preview

As I crated a 5x5 map I must add 4 cuts on each side of the mesh in order to mantain the ratio preview

Now you will be able to modify your map and even add some textures to it preview

Create tiles

Go to the top view by using the Z axis in the top right corner preview

And select all "visible" faces from the top view preview

As you can see those are the surface and walkeable tiles for the in game characters preview

Hit "Shift+D" in order to duplicate, you should be able to move the surface of the mesh but don't do it, this is just an example of what you should see. preview

Now use "P" and select Selection to separate the "walkeable tiles" from the mesh preview

As you can se we now have two objects "Cube" and "Cube.001" preview

Lets rename them as "Terrain" and "Tile" preview

I will also hide Terrain cause I will not be using it for a while preview

Select Tile and switch into Edit mode preview

Go to Mesh > Split > Face by edges preview

By doing this each tile will be isolated from the rest preview

Use "P" again to separete by "Loose parts" preview

Now each tile will be an independent object preview

From object mode, select all tiles. Then go to Object > Set Origin > Origin to geometry preview

Now each tile is independent and has its own origin preview

Select all tiles, hit "Ctrl+A" and select Scale the enter to confirm. This will do nothing apparently, but will reset each tile into a 1x1 size insted the 5x5 that we set in first place. preview

You can check those values in the expanding the right menu preview

Go to the UV editing map and select all tiles, then "U" to unwrap. preview

Make sure all the tiles are visible into the left side viewport preview

Select all tiles preview

Go to UV > Reset in order to reset their UV projections preview

Make sure every tile is using the full size of the UV space preview

Export into Godot

Make Terrain visible again preview

Export as .escn preview

Save the blender escene into the root of your project preview

Open it from Godot Editor preview

Duplicate the "test_arena" template preview

Give it a new name preview

Start moving all the tiles inside the "Tiles" spatial node. First I suggest to remove old tiles preview preview preview

And then copy and paste from the exported scene into the new one preview preview

Do the same with the terrain mesh preview preview preview preview

Make sure to move down the terrain mesh (but just a little) preview

Lets now duplicate the "test_level" template preview preview

And replace the Arena node for the new one that we already configured preview preview preview

Make sure to add and adjust as many characters as you need preview

Now you are able to delete the exported .escn from your project and close its viewport tab preview preview

Test your new level preview