diff --git a/tutorials/assets_pipeline/exporting_3d_scenes.rst b/tutorials/assets_pipeline/exporting_3d_scenes.rst index 6eb329e09..77a1335bc 100644 --- a/tutorials/assets_pipeline/exporting_3d_scenes.rst +++ b/tutorials/assets_pipeline/exporting_3d_scenes.rst @@ -6,13 +6,13 @@ Exporting 3D scenes Overview -------- -In Godot it is possible to export 3D scenes as a glTF 2.0 file. You can +In Godot, it is possible to export 3D scenes as a glTF 2.0 file. You can export as a glTF binary (``.glb`` file) or glTF embedded with textures (``gltf`` + ``.bin`` + textures). This allows you to create scenes in Godot, such as a CSG mesh blockout for a level, export it to clean it up in a program such as Blender, and then bring it back into Godot. -.. note:: +.. note:: Only Blender 2.83 and newer can import glTF files exported by Godot. @@ -28,3 +28,9 @@ There are several limitations with glTF export. * No support for exporting particles since their implementation varies across engines. * ShaderMaterials cannot be exported. * No support for exporting 2D scenes. + +.. seealso:: + + 3D scenes can be saved at runtime using + :ref:`runtime file loading and saving `, + including from an exported project. diff --git a/tutorials/assets_pipeline/importing_3d_scenes/index.rst b/tutorials/assets_pipeline/importing_3d_scenes/index.rst index bba121d61..09fe71d01 100644 --- a/tutorials/assets_pipeline/importing_3d_scenes/index.rst +++ b/tutorials/assets_pipeline/importing_3d_scenes/index.rst @@ -19,3 +19,9 @@ dialog, and inherited scenes. model_export_considerations node_type_customization import_configuration + +.. seealso:: + + 3D scenes can be loaded at runtime using + :ref:`runtime file loading and saving `, + including from an exported project. diff --git a/tutorials/assets_pipeline/importing_audio_samples.rst b/tutorials/assets_pipeline/importing_audio_samples.rst index 2be565f38..6cfe0e51c 100644 --- a/tutorials/assets_pipeline/importing_audio_samples.rst +++ b/tutorials/assets_pipeline/importing_audio_samples.rst @@ -304,3 +304,9 @@ reducing their size greatly and ensuring correct trimming. As you can see above, sound effects become much larger in file size with reverb added. + +.. seealso:: + + Audio samples can be loaded and saved at runtime using + :ref:`runtime file loading and saving `, + including from an exported project. diff --git a/tutorials/assets_pipeline/importing_images.rst b/tutorials/assets_pipeline/importing_images.rst index e88c6470b..2aca4353f 100644 --- a/tutorials/assets_pipeline/importing_images.rst +++ b/tutorials/assets_pipeline/importing_images.rst @@ -13,6 +13,9 @@ Godot can import the following image formats: - DirectDraw Surface (``.dds``) - If mipmaps are present in the texture, they will be loaded directly. This can be used to achieve effects using custom mipmaps. +- Khronos Texture (``.ktx``) + - Decoding is done using `libktx `__. + Only supports 2D images. Cubemaps, texture arrays and de-padding are not supported. - OpenEXR (``.exr``) - Supports HDR (highly recommended for panorama skies). - Radiance HDR (``.hdr``) @@ -538,3 +541,9 @@ worth exploring: - When working with 3D models using a low-poly style and plain colors, you can rely on vertex colors instead of textures to represent colors on the model's surfaces. + +.. seealso:: + + Images can be loaded and saved at runtime using + :ref:`runtime file loading and saving `, + including from an exported project. diff --git a/tutorials/io/runtime_file_loading_and_saving.rst b/tutorials/io/runtime_file_loading_and_saving.rst index 22968be44..23e201d9d 100644 --- a/tutorials/io/runtime_file_loading_and_saving.rst +++ b/tutorials/io/runtime_file_loading_and_saving.rst @@ -67,6 +67,8 @@ several helper methods to decode/encode series of bytes to integers, floats, strings and more. These PackedByteArray methods have names that start with ``decode_`` and ``encode_``. See also :ref:`doc_binary_serialization_api`. +.. _doc_runtime_file_loading_and_saving_images: + Images ------ @@ -118,6 +120,8 @@ Example of loading an image and displaying it in a :ref:`class_TextureRect` node # Save the converted ImageTexture to a PNG image. $TextureRect.texture.get_image().save_png("/path/to/file.png") +.. _doc_runtime_file_loading_and_saving_audio_video_files: + Audio/video files ----------------- @@ -157,6 +161,8 @@ Example of loading an Ogg Theora video file in a :ref:`class_VideoStreamPlayer` :ref:`AudioStreamWAV.save_to_wav `, which is useful for procedurally generated audio or microphone recordings. +.. _doc_runtime_file_loading_and_saving_3d_scenes: + 3D scenes ---------