added gun and pain

This commit is contained in:
2024-01-17 22:07:58 +01:00
parent 813545dfc1
commit 6d9abc6006
13 changed files with 24552 additions and 20 deletions

62
models/gun.mtl Normal file
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# Blender 3.6.8 MTL File: 'gun.blend'
# www.blender.org
newmtl Barrel
Ns 573.265381
Ka 1.000000 1.000000 1.000000
Kd 0.149151 0.149151 0.149151
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 1
newmtl Base
Ns 539.175476
Ka 1.000000 1.000000 1.000000
Kd 0.053590 0.053590 0.053590
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 3
newmtl BaseGlow
Ns 360.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
newmtl Glass
Ns 518.400024
Ka 1.000000 1.000000 1.000000
Kd 0.679310 0.675520 0.308423
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.550000
d 1.000000
illum 1
newmtl Material.002
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.495402 0.401949 0.222077
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
newmtl Wood
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.089840 0.019501 0.000000
Ks 0.038182 0.038182 0.038182
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2

24329
models/gun.obj Normal file

File diff suppressed because it is too large Load Diff

22
models/gun.obj.import Normal file
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[remap]
importer="wavefront_obj"
importer_version=1
type="Mesh"
uid="uid://cxw30fmp15jsd"
path="res://.godot/imported/gun.obj-ffb7f3878e9e13531f79f0665c22a5e9.mesh"
[deps]
files=["res://.godot/imported/gun.obj-ffb7f3878e9e13531f79f0665c22a5e9.mesh"]
source_file="res://models/gun.obj"
dest_files=["res://.godot/imported/gun.obj-ffb7f3878e9e13531f79f0665c22a5e9.mesh", "res://.godot/imported/gun.obj-ffb7f3878e9e13531f79f0665c22a5e9.mesh"]
[params]
generate_tangents=true
scale_mesh=Vector3(1, 1, 1)
offset_mesh=Vector3(0, 0, 0)
optimize_mesh=true
force_disable_mesh_compression=false

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@@ -1,7 +1,10 @@
[gd_resource type="Environment" format=3 uid="uid://drn5fwa4uhv4m"] [gd_resource type="Environment" format=3 uid="uid://drn5fwa4uhv4m"]
[resource] [resource]
background_mode = 2 background_mode = 1
background_energy_multiplier = 0.0 background_color = Color(1, 1, 1, 1)
fog_light_color = Color(0.0705882, 0.0666667, 0.0666667, 1) ambient_light_source = 2
fog_density = 1.0 ambient_light_color = Color(0.678431, 0.501961, 0, 1)
ambient_light_energy = 1.5
tonemap_mode = 1
ssil_enabled = true

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@@ -1,27 +1,88 @@
[gd_scene load_steps=5 format=3 uid="uid://ckad8stc13n83"] [gd_scene load_steps=15 format=3 uid="uid://ckad8stc13n83"]
[ext_resource type="PackedScene" uid="uid://gg5ph541e4p3" path="res://scenes/player.tscn" id="1_2585i"] [ext_resource type="PackedScene" uid="uid://gg5ph541e4p3" path="res://scenes/player.tscn" id="1_2585i"]
[ext_resource type="PackedScene" uid="uid://ddwkhfly2xyyt" path="res://models/interior.obj" id="1_lphcl"] [ext_resource type="PackedScene" uid="uid://ddwkhfly2xyyt" path="res://models/interior.obj" id="1_lphcl"]
[ext_resource type="PackedScene" uid="uid://b8bvidqu7tmfs" path="res://scenes/interactables/task_terminal.tscn" id="3_30m3x"] [ext_resource type="PackedScene" uid="uid://b8bvidqu7tmfs" path="res://scenes/objects/interactables/task_terminal.tscn" id="3_30m3x"]
[ext_resource type="PackedScene" uid="uid://dqy8bqf1chm8c" path="res://scenes/interactables/button_stand.tscn" id="4_cruoa"] [ext_resource type="PackedScene" uid="uid://dqy8bqf1chm8c" path="res://scenes/objects/interactables/button_stand.tscn" id="4_cruoa"]
[ext_resource type="ArrayMesh" uid="uid://cxw30fmp15jsd" path="res://models/gun.obj" id="5_62nbh"]
[ext_resource type="Shader" path="res://shaders/pbr_glass.gdshader" id="6_vb4lq"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_780x3"]
albedo_color = Color(0.133333, 0.133333, 0.133333, 1)
metallic_specular = 0.0
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_cra61"]
albedo_color = Color(0.356863, 0.168627, 0, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_13ant"]
cull_mode = 2
albedo_color = Color(0.05359, 0.05359, 0.05359, 1)
roughness = 0.42
clearcoat_enabled = true
clearcoat_roughness = 1.0
[sub_resource type="ShaderMaterial" id="ShaderMaterial_twwch"]
render_priority = 0
shader = ExtResource("6_vb4lq")
shader_parameter/albedo = Color(1, 1, 1, 0.0156863)
shader_parameter/roughness = 0.301
shader_parameter/normal_strength = 16.0
shader_parameter/edge_color = Color(1, 1, 1, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_lednd"]
cull_mode = 2
albedo_color = Color(0.08984, 0.019501, 0, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_vq0we"]
albedo_color = Color(0.282353, 0.282353, 0.282353, 1)
metallic = 1.0
clearcoat_enabled = true
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_n0xde"]
albedo_color = Color(1, 0.490196, 0, 1)
rim_enabled = true
rim_tint = 1.0
backlight_enabled = true
backlight = Color(1, 0.490196, 0, 1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_e1ogg"]
cull_mode = 2
albedo_color = Color(0.495402, 0.401949, 0.222077, 1)
[node name="Debug" type="Node3D"] [node name="Debug" type="Node3D"]
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(0.707107, -0.5, 0.5, 0, 0.707107, 0.707107, -0.707107, -0.5, 0.5, 0, 0, 0)
directional_shadow_blend_splits = true
sky_mode = 1
metadata/_edit_lock_ = true
[node name="interior" parent="." instance=ExtResource("1_lphcl")] [node name="interior" parent="." instance=ExtResource("1_lphcl")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 0)
[node name="Hallway" parent="interior" index="0"]
surface_material_override/0 = SubResource("StandardMaterial3D_780x3")
[node name="Cube" parent="interior" index="1"]
surface_material_override/0 = SubResource("StandardMaterial3D_cra61")
[node name="Player" parent="." instance=ExtResource("1_2585i")] [node name="Player" parent="." instance=ExtResource("1_2585i")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 5.23956) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 5.23956)
[node name="StaticBody3D" parent="." instance=ExtResource("3_30m3x")] [node name="TaskTerminal" parent="." instance=ExtResource("3_30m3x")]
transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0.5, 0.027395, 0) transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0.5, 0.027395, 0)
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(0.707107, -0.5, 0.5, 0, 0.707107, 0.707107, -0.707107, -0.5, 0.5, 0, 0, 0)
[node name="DirectionalLight3D2" type="DirectionalLight3D" parent="."]
transform = Transform3D(-0.866016, 0.29244, -0.40558, 0.5, 0.5, -0.707107, -0.00399622, -0.815156, -0.579228, 0, 0, 0)
light_energy = 0.5
[node name="ButtonStand" parent="." instance=ExtResource("4_cruoa")] [node name="ButtonStand" parent="." instance=ExtResource("4_cruoa")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 0.7, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2, 0.7, 0)
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.56923, 0)
mesh = ExtResource("5_62nbh")
surface_material_override/0 = SubResource("StandardMaterial3D_13ant")
surface_material_override/1 = SubResource("ShaderMaterial_twwch")
surface_material_override/2 = SubResource("StandardMaterial3D_lednd")
surface_material_override/3 = SubResource("StandardMaterial3D_vq0we")
surface_material_override/4 = SubResource("StandardMaterial3D_n0xde")
surface_material_override/5 = SubResource("StandardMaterial3D_e1ogg")
[editable path="interior"]

13
scenes/objects/cube.tscn Normal file
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[gd_scene load_steps=3 format=3 uid="uid://ced2w03t8er5k"]
[sub_resource type="BoxShape3D" id="BoxShape3D_x5eli"]
[sub_resource type="BoxMesh" id="BoxMesh_evnha"]
[node name="Cube" type="RigidBody3D"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("BoxShape3D_x5eli")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("BoxMesh_evnha")

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@@ -1,6 +1,6 @@
[gd_scene load_steps=10 format=3 uid="uid://b8bvidqu7tmfs"] [gd_scene load_steps=10 format=3 uid="uid://b8bvidqu7tmfs"]
[ext_resource type="PackedScene" uid="uid://cfk83h5xyhmor" path="res://scenes/interactables/screens/debug_screen.tscn" id="1_q1qkj"] [ext_resource type="PackedScene" uid="uid://cfk83h5xyhmor" path="res://scenes/objects/interactables/screens/debug_screen.tscn" id="1_q1qkj"]
[sub_resource type="BoxShape3D" id="BoxShape3D_sh78v"] [sub_resource type="BoxShape3D" id="BoxShape3D_sh78v"]
@@ -52,7 +52,3 @@ size_2d_override = Vector2i(512, 512)
render_target_update_mode = 4 render_target_update_mode = 4
[node name="DebugScreen" parent="ScreenMesh/SubViewport" instance=ExtResource("1_q1qkj")] [node name="DebugScreen" parent="ScreenMesh/SubViewport" instance=ExtResource("1_q1qkj")]
[node name="OmniLight3D" type="OmniLight3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.272733, 1.04718, 0)
light_size = 1.0

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shader_type spatial;
render_mode diffuse_burley, specular_schlick_ggx, blend_mix;
group_uniforms albedo;
uniform vec4 albedo : source_color = vec4(1.0, 1.0, 1.0, 0.0);
uniform sampler2D albedo_texture : source_color, hint_default_white;
group_uniforms roughness;
uniform float roughness : hint_range(0.0, 1.0) = 0.15;
uniform sampler2D roughness_texture : hint_roughness_r;
group_uniforms normal;
uniform float normal_strength : hint_range(-16.0, 16.0) = 1.0;
uniform sampler2D normal_map : hint_normal;
group_uniforms misc;
uniform vec4 edge_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
float SchlickFresnel(float u) {
float m = 1.0 - u;
float m2 = m * m;
return m2 * m2 * m;
}
void fragment() {
// calculate fresnel values
float VdotN = dot(VIEW, NORMAL);
float fresnel = clamp(SchlickFresnel(VdotN), 0.0, 1.0);
// sample and mix textures
vec4 _albedo = texture(albedo_texture, UV) * albedo;
float _roughness = texture(roughness_texture, UV).r * roughness;
// apply glass look
float a = mix(0.001, 1.0, _albedo.a);
ALPHA = mix(fresnel * edge_color.a, 1.0, a);
ALBEDO = mix(edge_color.rgb * edge_color.a, _albedo.rgb, a);
ROUGHNESS = _roughness;
NORMAL_MAP = texture(normal_map, UV).xyz;
NORMAL_MAP_DEPTH = normal_strength;
// function to compensate specular for alpha blend
// 0.5 * ALPHA^-0.5
SPECULAR = 0.5 * inversesqrt(ALPHA);
}

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unimported-models/gun.blend Normal file

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