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Misc corrections to mesh gen from heightmap tutorial
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@@ -28,9 +28,8 @@ See this tutorial as an introduction, not a method that you should
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employ in your games, except if you intend to do LOD. Otherwise, this is
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probably not the best way.
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However, let's first create a heightmap. To do so, let's first create a
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heightmap. To do this, I'll use GIMP editor, but you can use any image
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editor you like.
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However, let's first create a heightmap,or a 2D representation of the terrain.
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To do this, I'll use GIMP, but you can use any image editor you like.
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The heightmap
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-------------
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@@ -89,7 +88,7 @@ texture over the whole mesh correctly.
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If all the vertices of your mesh are not selected, select them all
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(hit "A"). They must appear orange, not black. Then, in the
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Shading/UVs button group a the left, click the "Unwrap" button (or
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Shading/UVs button group to the left, click the "Unwrap" button (or
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simply hit "U") and select "Smart UV Project". Keep the default
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options and hit "Ok".
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@@ -99,7 +98,7 @@ Now, we need to switch our view to "UV/Image editor".
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.. image:: /img/9_Blender_UV_editor.png
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Select all the vertices again ("A") then in the UV button, select
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Select all the vertices again ("A") then in the UV menu, select
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"Export UV Layout".
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.. image:: /img/10_Blender_exportUV.png
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@@ -126,7 +125,7 @@ your project folder).
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.. image:: /img/12_Godot_ImportMesh.png
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I like to check "Normals" in the import popup so the import will also
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I like to check "Normals" in the import pop-up so the import will also
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consider faces normals, which can be useful (even if we don't use them
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in this tutorial). Your mesh is now displayed in the FileSystem in
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"res://".
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