Rocket Bots

Rocket Bots

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Custom maps with Godot and Blender
By ic3bug
Learn to make custom maps for Rocket Bots with Blender and Godot Engine.
   
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Godot and Blender
Make your Map
Start with an awesome map with fancy textures and materials.
Let your imagination run wild!

In my case it's simple platforms with a couple of materials.



Warning! This is not a Blender guide.
For manipulating meshes, textures and materials search the web.
New Godot Project
Launch Godot Engine and create a new project.



Enter a project name and hit Create Folder.
Your end path may differ.

Keep renderer at OpenGL ES 3.0 for compatibility.
Hit Create & Edit.
Convert your Map
At first you have to export your Blender project to Godot.
Use the glb format. And choose the Godot project folder.

Map Setup
As you can see Godot automatically created all the used materials.
Open the new imported Map.glb file.

Choose Open Anyway.

Collisions

Create Trimesh Static Bodies for every mesh in our glb file.
For them to have collisions with the Player and other entities.



You can create collision in Blender. It's a mesh with a -colonly addition to the name.
Godot will recognize this addition and automatically create a StaticBody with collisions.


Spawn Points

Create a basic Node in the root of the scene and call it Spawns.
This name is important. The game looks for this exact name when spawning Robots.

Create some Position3D nodes within Spawns container.
Rotate them and place them around the map.



The container for random pickups like health should be called Pickups.

More Nodes

You can mess around with other Nodes.
But keep in mind that scripts are not allowed in the game for now.

For example add a WorldEnvironment node and DirectionalLight.
And play around with the settings for lighting.



Use Orthogonal directional shadow mode for faster rendering.
Use ACES Fitted tonemap mode for better image.
More optimization tips will be added soon.


Save the Scene

Save our modified glb file as Map.tscn. Naming is important.
You can now delete the glb file to save resource space.

Export the PCK file

Add Linux/X11 or Windows Desktop export preset, it doesn't matter.
The end file should be cross-compatible.



Export to pck. Zip won't work.

Call it Map.pck, this is yet again important. For compatibility.
Don't forget the path at which you are exporting. Uncheck Debug mode.
Upload to Workshop
Go to Workshop section of the game.
Click Upload.

Choose your Preview image and a PCK file.
Fill out the details and hit Upload.



Wait some time for your map to appear in the Workshop.
WIP
This guide is a work in progress. More info is coming soon.

For example: how to setup navigation for bots.
There is in fact a fallback for this, but for more interesting action we should use navigation meshes.

Stay tuned!
2 Comments
Cubist Ideology 10 Sep, 2022 @ 2:01am 
I want to see a random ass game recreated in yours for no apparent reason what so ever.
elmar 17 Mar, 2022 @ 2:57pm 
NICE:steamthumbsup: