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]>
11 lines
543 B
Markdown
11 lines
543 B
Markdown
# Source files
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Editable art sources that the engine does not consume. `scene.blend` is the
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Blender source for `assets/level/scene.fbx`; the level geometry the game
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actually loads is baked into `scenes/game_scene/levels/level_1.tscn`.
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The empty `.gdignore` here keeps Godot out of this directory. Left importable,
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Godot hands every `.blend` to a headless Blender at import time, and that call
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hangs indefinitely on this project — stalling the first import of a fresh
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clone. Export to FBX in `assets/` instead of relying on `.blend` import.
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