Assets grouped by role, within the constraint that FBX materials resolve
their textures by path relative to the FBX itself (verified by forcing a
reimport and reading back the albedo paths):
assets/level/ scene.fbx + Level1_v1.fbx + the platform maps they look
up as siblings
assets/logos/ the three attribution logos
assets/ chara_red.fbx, background.fbx — these reach up into
../sourceimages and so cannot move
sourcefiles/ scene.blend, behind a .gdignore
The .blend move is a bug fix, not tidying. Godot hands every importable
.blend to a headless Blender, and that call never returns on this project
— a fresh clone stalls on first import, and the machine still had orphaned
Blender processes from an earlier attempt. Nothing loads the .blend: the
level geometry is baked into level_1.tscn.
player.gd: spell out ct/bt/d/ix/a, type the physics step, group the
members, and point the blue skin at sourceimages/low_blue_mat_* — the same
files assets/Chara_blue/ was a byte-identical copy of.
Co-Authored-By: Claude Opus 5 <[email protected]>
14 lines
657 B
Plaintext
14 lines
657 B
Plaintext
[gd_scene format=3 uid="uid://bk80fxrac0p3i"]
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[ext_resource type="PackedScene" path="res://addons/maaacks_game_template/base/nodes/opening/opening.tscn" id="1_ke3tw"]
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[ext_resource type="Texture2D" path="res://assets/logos/godot_engine_logo/logo_vertical_color_dark.png" id="2_ke3tw"]
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[node name="Opening" unique_id=1930105641 instance=ExtResource("1_ke3tw")]
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images = Array[Texture2D]([ExtResource("2_ke3tw")])
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[node name="ImagesContainer" parent="." index="1" unique_id=1471559661]
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theme_override_constants/margin_left = 64
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theme_override_constants/margin_top = 64
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theme_override_constants/margin_right = 64
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theme_override_constants/margin_bottom = 64
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