De-indent to fix formatting of MkDocs

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Marc Gilleron 2022-02-06 19:39:17 +00:00
parent 1f26e15af8
commit 79ba0f270c

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@ -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) 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) 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`. 2.1) `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"). 2.2) `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. 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. 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) 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`. 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`.