Add everything that was generated by Godot upon importing the project. #37

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tokc wants to merge 1 commits from tokc/checkin-import-settings into master
tokc commented 2021-03-29 12:50:13 +02:00 (Migrated from github.com)

This includes .import files, which contain the settings used for importing, as well as any bakes and materials generated in order to get the project to run.

These files are important to version with git, as they are responsible for ensuring that the project works the same way every time you import it from a fresh git clone.

All these .import files and generated materials are the default that Godot generates based on the repo as you have published it. If you have any un-versioned .import files or other files in your local liblast directory, these may conflict with this patch.

For that reason, as noted earlier, I recommend that you commit your own versions of these files instead of using mine. Here are detailed instructions for doing so:

  1. In a completely empty directory, clone the project from this repository:
    git clone git@github.com:unfa/liblast.git new_directory_name
  2. Open a compatible version of Godot. (I used 3.3.rc6.official, but you know better than me what version to use.)
  3. Click "Import".
  4. Click "Browse".
  5. Navigate to 'new_directory_name' as in step 1.
  6. Choose the 'project.godot' file and select "Open".
  7. Click "Import & Edit".
  8. Wait for the "(Re)Importing Assets" progress bars to finish.
  • This may take several minutes, as you have multiple gigabytes of .wav and .png files that Godot needs to analyse.
  1. At this point, I received a "Load Error" relating to DM1.lmbake. If so, click "OK".
  2. Open DM1.tscn in the editor, and again wait for Godot to import everything.
  3. At this point, make any changes to the project in order to make the import settings and generated materials match what you intend.
  • For example, when I did this, Godot generated a Material.material under Assets/Weapons/Handgun. I don't know if this is your desired material, or a default replacement. I also needed to bake the lightmap in the BakedLightmap node in DM1.tscn. I assume you already have a working lightmap in your existing project directory, so you could copy that over to this clean project instead of baking again.
  1. When you are satisfied that the project is working how you intend, commit everything to git:
cd new_directory_name
git add .
git commit
  1. Push the changes to Github.

If you are happy that my imported project matches your project, you can skip those steps and simply merge this branch instead.

This includes .import files, which contain the settings used for importing, as well as any bakes and materials generated in order to get the project to run. These files are important to version with git, as they are responsible for ensuring that the project works the same way every time you import it from a fresh git clone. **All these .import files and generated materials are the default** that Godot generates based on the repo as you have published it. If you have any un-versioned .import files or other files in your local liblast directory, these may conflict with this patch. For that reason, as noted earlier, I recommend that you commit your own versions of these files instead of using mine. Here are detailed instructions for doing so: 1. In a completely empty directory, clone the project from this repository: `git clone git@github.com:unfa/liblast.git new_directory_name` 2. Open a compatible version of Godot. (I used 3.3.rc6.official, but you know better than me what version to use.) 3. Click "Import". 4. Click "Browse". 5. Navigate to 'new_directory_name' as in step 1. 6. Choose the 'project.godot' file and select "Open". 7. Click "Import & Edit". 8. Wait for the "(Re)Importing Assets" progress bars to finish. - This may take several minutes, as you have multiple gigabytes of .wav and .png files that Godot needs to analyse. 9. At this point, I received a "Load Error" relating to DM1.lmbake. If so, click "OK". 10. Open DM1.tscn in the editor, and again wait for Godot to import everything. 11. At this point, make any changes to the project in order to make the import settings and generated materials match what you intend. - For example, when I did this, Godot generated a Material.material under Assets/Weapons/Handgun. I don't know if this is your desired material, or a default replacement. I also needed to bake the lightmap in the BakedLightmap node in DM1.tscn. I assume you already have a working lightmap in your existing project directory, so you could copy that over to this clean project instead of baking again. 12. When you are satisfied that the project is working how you intend, commit everything to git: ``` cd new_directory_name git add . git commit ``` 13. Push the changes to Github. If you are happy that my imported project matches your project, you can skip those steps and simply merge this branch instead.
unfa commented 2021-03-29 23:38:43 +02:00 (Migrated from github.com)

Ok, I've commited all my relevant local import files using Godot 3.2.4-rc5.

I hope this'll do the trick. I also think I should separate the 3rd party project files (Ardour sessions, Material Maker porjects etc.) from the Godot project tree at some point.

Thank you!

Ok, I've commited all my relevant local import files using Godot 3.2.4-rc5. I hope this'll do the trick. I also think I should separate the 3rd party project files (Ardour sessions, Material Maker porjects etc.) from the Godot project tree at some point. Thank you!
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