From 79ba0f270ca5fae79f5b6395371fa261e5288783 Mon Sep 17 00:00:00 2001 From: Marc Gilleron Date: Sun, 6 Feb 2022 19:39:17 +0000 Subject: [PATCH] De-indent to fix formatting of MkDocs --- doc/source/quick_start.md | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/doc/source/quick_start.md b/doc/source/quick_start.md index 55340864..fda08a6d 100644 --- a/doc/source/quick_start.md +++ b/doc/source/quick_start.md @@ -32,13 +32,13 @@ For more in-depth information, see the rest of the documentation. 2) Add a `VoxelTerrain` node, and adjust the following settings in the inspector: - 2.1) Under the `materials` section, create a new `SpatialMaterial` in the first slot. Then click on it and enable the `vertex_color_as_albedo` option. This will give the blocks better shading. - - 2.1) `Generator`: create a new `VoxelGeneratorNoise2D`. Then click on it and set its `Channel` parameter to `TYPE`. - - 2.2) `Mesher`: create a new `VoxelMesherBlocky`. In the `library` property, create a new `VoxelBlockyLibrary`. Set `voxel_count` to `2`. A list of two voxels types appear. In the first slot, create a new `VoxelBlockyModel` (this will be "air"). In the second slot, create another `VoxelBlockyModel`. In that second one, set its `geometry_type` to `Cube` (this will be "solid"). +2.1) Under the `materials` section, create a new `SpatialMaterial` in the first slot. Then click on it and enable the `vertex_color_as_albedo` option. This will give the blocks better shading. - 2.3) Select the terrain node again, and in the `Terrain` menu on top of the viewport, click `Re-generate`. At this point you should start to see a terrain made of cubes appear in the editor viewport. +2.1) `Generator`: create a new `VoxelGeneratorNoise2D`. Then click on it and set its `Channel` parameter to `TYPE`. + +2.2) `Mesher`: create a new `VoxelMesherBlocky`. In the `library` property, create a new `VoxelBlockyLibrary`. Set `voxel_count` to `2`. A list of two voxels types appear. In the first slot, create a new `VoxelBlockyModel` (this will be "air"). In the second slot, create another `VoxelBlockyModel`. In that second one, set its `geometry_type` to `Cube` (this will be "solid"). + +2.3) Select the terrain node again, and in the `Terrain` menu on top of the viewport, click `Re-generate`. At this point you should start to see a terrain made of cubes appear in the editor viewport. 3) The terrain is not setup to appear in-game yet, so there is some extra setup needed. Add a `Camera` node, and elevate it so it's above the terrain. You may also want to angle it a bit downward to see more of the landscape. @@ -59,9 +59,9 @@ You can modify the shape of the terrain by changing noise parameters under the g 2) Add a `VoxelLODTerrain` node, and adjust the following settings in the inspector: - 2.1) `Generator`: create a new `VoxelGeneratorNoise3D`. Then click on it and set its `Channel` parameter to `SDF`. +2.1) `Generator`: create a new `VoxelGeneratorNoise3D`. Then click on it and set its `Channel` parameter to `SDF`. - 2.2) `Mesher`: create a new `VoxelMesherTransvoxel`. +2.2) `Mesher`: create a new `VoxelMesherTransvoxel`. 3) At this point you should start to see a smooth, spongy terrain appear in the editor viewport. If you can't see anything, you can force a reload by reopening the scene, or using the menu `Terrain -> Re-generate`.