Files
tactical-shooter/client/assets/scenes/modular/wall_window_01.tscn
T
shawn d631ff784a build: baked lighting pass on kit_demo test map
- Restructured kit_demo.tscn from linear demo to enclosed 5.12x5.12 room
  with walls, floor tiles, pillar, beam, doorway, window
- Added WorldEnvironment with ProceduralSky for ambient lighting
- Added DirectionalLight3D (sun key light, 45° angle, shadows enabled)
- Added OmniLight3D (warm interior fill light)
- Added ReflectionProbe for interior specular reflections
  (box projection, room-sized extents)
- Added LightmapGI with balanced quality settings
  (bounces=3, texel_scale=1.0, max_texture_size=2048, denoiser=true)
- Added tool script (kit_demo.gd) that prints bake status in editor
- Added bake_lighting.gd CLI bake script (requires GPU-enabled instance)
- Updated project.godot with reflection atlas and shadow map quality settings

Headless baking note: Godot's standard editor build requires a GPU/display
for LightmapGI.bake(). Open the scene in the Godot editor and click 'Bake
Lightmap' on the LightmapGI node to generate the baked lightmap data.
2026-07-01 00:10:19 -04:00

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[gd_scene load_steps=2 format=3]
[ext_resource type="Material" path="res://assets/materials/wall_concrete_01.tres" id="1"]
[node name="WallWindow01" type="CSGCombiner3D" parent="."]
use_collision = false
[node name="MainWall" type="CSGBox3D" parent="WallWindow01"]
operation = 0
size = Vector3(2.56, 2.56, 0.16)
material = ExtResource("1")
use_collision = true
[node name="WindowCutout" type="CSGBox3D" parent="WallWindow01"]
operation = 1
size = Vector3(1.2, 0.8, 0.2)
use_collision = true
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.3, 0)