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https://github.com/jcreek/CosmicClash.git
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1eb5a3188d
Ship gets a greebled hull, tapered nose, swept canopy, twin engine nacelles, and tail fin (built via the vendored Blender MCP, generator committed at tools/blender/gen_ship.py) in place of the 5 flat primitives. The ball is fully remodeled as a smooth round sphere with a crossed emissive accent pattern (gen_ball.py), replacing the old flat-shaded gold_ball rather than just tweaking its material. Node names (Nose/TailFin) are preserved for Ship._apply_team_color(), and the RigidBody3D/CollisionShape3D physics on both ship.tscn and ball.tscn are untouched so RL-trained bots and flight feel stay valid. Each part's mesh is extracted to a standalone .res (tools/blender/extract_meshes.gd) rather than referenced via glb::ArrayMesh_xxx sub-paths, which don't reliably resolve across scene files and were silently rendering both models invisible.
29 lines
925 B
Plaintext
29 lines
925 B
Plaintext
[gd_scene load_steps=5 format=3 uid="uid://27u3tdc5yqnl"]
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[ext_resource type="ArrayMesh" path="res://assets/models/ball.res" id="1_ball"]
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[ext_resource type="Script" path="res://scripts/ball.gd" id="2_ball"]
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[sub_resource type="SphereShape3D" id="SphereShape3D_c5p07"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_ball"]
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bounce = 0.5
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friction = 0.4
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[node name="Ball" type="RigidBody3D" groups=["ball"]]
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mass = 3
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physics_material_override = SubResource("PhysicsMaterial_ball")
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continuous_cd = true
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inertia = Vector3(3, 3, 3)
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gravity_scale = 0.8
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linear_damp = 0.1
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angular_damp = 0.1
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script = ExtResource("2_ball")
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metadata/_edit_group_ = true
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("SphereShape3D_c5p07")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
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transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0, 0, 0)
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mesh = ExtResource("1_ball")
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