diff --git a/getting_started/first_3d_game/01.game_setup.rst b/getting_started/first_3d_game/01.game_setup.rst index 2ebc78d31..e3f81624d 100644 --- a/getting_started/first_3d_game/01.game_setup.rst +++ b/getting_started/first_3d_game/01.game_setup.rst @@ -23,7 +23,7 @@ contains. .. image:: img/01.game_setup/02.browse_to_project_folder.webp -Click *Import & Edit* to open the project in the editor. +Click *Import* to open the project in the editor. .. image:: img/01.game_setup/03.import_and_edit.webp @@ -32,10 +32,12 @@ Click *Convert Full Project* to convert the project to your current Godot versio .. image:: img/01.game_setup/import_project_to_4.x_prompt.webp +If it doesn't open immediately open the project from your project list. + The start project contains an icon and two folders: ``art/`` and ``fonts/``. There, you will find the art assets and music we'll use in the game. -.. image:: img/01.game_setup/04.start_assets.png +.. image:: img/01.game_setup/04.start_assets.webp There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that belong to these models, and a music track. @@ -48,7 +50,7 @@ We're going to create our main scene with a plain :ref:`Node ` as it top-left and double-click on *Node*. Name the node ``Main``. An alternate method to rename the node is to right-click on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add a node to the scene, you can press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on macOS). -.. image:: img/01.game_setup/05.main_node.png +.. image:: img/01.game_setup/05.main_node.webp Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + S` (:kbd:`Cmd + S` on macOS). @@ -61,17 +63,17 @@ node, then a :ref:`CollisionShape3D `. Rename the :ref:` Your scene tree should look like this -.. image:: img/01.game_setup/06.staticbody_node.png +.. image:: img/01.game_setup/06.staticbody_node.webp A warning sign next to the :ref:`CollisionShape3D ` appears because we haven't defined its shape. If you click the icon, a popup appears to give you more information. -.. image:: img/01.game_setup/07.collision_shape_warning.png +.. image:: img/01.game_setup/07.collision_shape_warning.webp To create a shape, select the :ref:`CollisionShape3D ` node, head to the *Inspector* and click the ** field next to the *Shape* property. Create a new *BoxShape3D*. -.. image:: img/01.game_setup/08.create_box_shape3D.jpg +.. image:: img/01.game_setup/08.create_box_shape3D.webp The box shape is perfect for flat ground and walls. Its thickness makes it reliable to block even fast-moving objects. @@ -88,7 +90,7 @@ the Z-axis. Collision shapes are invisible. We need to add a visual floor that goes along with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D ` as its child. -.. image:: img/01.game_setup/10.mesh_instance3d.png +.. image:: img/01.game_setup/10.mesh_instance3d.webp In the *Inspector*, click on the field next to *Mesh* and create a :ref:`BoxMesh ` resource to create a visible box. @@ -98,7 +100,7 @@ resource to create a visible box. Once again, it's too small by default. Click the box icon to expand the resource and set its *Size* to ``60``, ``2``, and ``60``. -.. image:: img/01.game_setup/12.cube_resized.png +.. image:: img/01.game_setup/12.cube_resized.webp You should see a wide grey slab that covers the grid and blue and red axes in the viewport. @@ -119,7 +121,7 @@ Start by setting snapping with your preferred method. Then move the ``Ground`` n If you can't see the 3D object manipulator like on the image above, ensure the *Select Mode* is active in the toolbar above the view. -.. image:: img/01.game_setup/14.select_mode_icon.png +.. image:: img/01.game_setup/14.select_mode_icon.webp Move the ground down ``1`` meter, in order to have a visible editor grid. A label in the bottom-left corner of the viewport tells you how much you're translating the node. diff --git a/getting_started/first_3d_game/04.mob_scene.rst b/getting_started/first_3d_game/04.mob_scene.rst index 5cc089a9d..5c63fd6db 100644 --- a/getting_started/first_3d_game/04.mob_scene.rst +++ b/getting_started/first_3d_game/04.mob_scene.rst @@ -33,7 +33,7 @@ Add a :ref:`CollisionShape3D `. In the *Inspector*, assign a *BoxShape3D* to the *Shape* property. -.. image:: img/01.game_setup/08.create_box_shape3D.jpg +.. image:: img/01.game_setup/08.create_box_shape3D.webp We should change its size to fit the 3D model better. 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