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Merge pull request #65 from FilipRuman/Documentation-update
Documentation update
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README.md

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<img src="https://github.com/user-attachments/assets/b077f39c-11fc-4e06-9594-d069614ca01b" alt="logo" width="500">
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</p>
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![image](https://github.com/user-attachments/assets/f4ea9c51-41ff-47aa-a5f3-eb4e1be1cefb)
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# 4Form
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## Community driven, [open source](https://github.com/FilipRuman/4Form/blob/main/LICENSE) bike trainer app.
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# 🧱[Architecture of the project](./ARCHITECTURE.md)
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# 📖[Documentation](./docs/Contents.md)
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# 🤝[Contribution guide](./CONTRIBUTING.md)
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# Example Vid: TODO
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# [Example video of map creation](https://www.youtube.com/watch?v=njTN-yooJoo)
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![image](https://github.com/user-attachments/assets/90f16e62-3171-4c9d-a4b6-db6b02824efc)
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# [Example video of training](https://www.youtube.com/watch?v=t2lAXXAaJoI)
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![image](https://github.com/user-attachments/assets/66e4e7fc-4608-4d3a-8874-8fbb7ee20ccc)
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> [!Caution]
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> **This project is in really early stage of development**
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> It will change a lot in the future and **MOST** of the intended features are not *yet* implemented.
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- [ ] safe custom scripts in users content
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### [For progress tracking use development project](https://github.com/users/FilipRuman/projects/6/views/3)
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# Contact email: 4formproject@gmail.com

docs/CreatingRoutes.md

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# Setup
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# Before creating maps please setup your scene as described [in map export documentation](./)
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If you want to test out your new map you just need to press the export button on whole map export script.![image](https://github.com/user-attachments/assets/cbfa2531-b892-4ab7-b2fe-acf52c504d7d)
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Then after re opening the game you will be able to open your new map!
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# Configuring map settings
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Map script has multiple properties, most important ones are:
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* Name: value of this will be used to name: folder that contains exported map, name that will be used to import this map with "manual map load name", name that will be displayed in game.
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* Speed scale: This value will affect: displayed scale of player, calculated stats of route(length, height), slope. the main usage of it are: when you make the map to big by accident or when bike model is to small.
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* Drag coefficient: Increases the total drag on this map.
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* Routes: you need to place here all routes that you want to export.
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* Can edit bike models: whether the user will be able to edit bike models in game.
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## Creating Bike models
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# Creating terrain
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The terrain tool that is used by this project is [Terrain3D](https://github.com/TokisanGames/Terrain3D) so please refer to their [tutorials](https://terrain3d.readthedocs.io/en/stable/docs/tutorial_videos.html) for instructions.
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Everything from Instance meshes, to textures should be exported smoothly.
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> [!Caution]
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> **Exporting [``Terrain3DMaterial``](https://terrain3d.readthedocs.io/en/stable/api/class_terrain3dmaterial.html) is not currently supported**
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> The default one on main scene's terrain 3D true export will be used on all imported scenes in game.
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# 3D meshes
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You can export any 3D mesh, lights and other things supported by [GLTF format](https://www.khronos.org/files/gltf20-reference-guide.pdf)
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> [!Caution]
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> **Sometimes materials might not be imported correctly**
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> 99% of the time your materials will be exported correctly, but if you try to do something weird then it might not be supported by gltf and Godot.
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>
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> [Custom shaders are not supported! (We might think about adding them in the future if it could be done safely)](https://docs.godotengine.org/en/stable/classes/class_gltfdocument.html#class-gltfdocument)
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# Routes
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## Setup:
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Structure all of your routes like this:
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![image](https://github.com/user-attachments/assets/94b81186-b0f8-4010-aed8-c48abc41857e)
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Ensure that you have collision mode set to `` Dynamic / Editor`` with reasonable collision radius(this will depend on your hardware).
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![image](https://github.com/user-attachments/assets/9893a8bb-37dd-4562-a3e2-45c8ce01af65)
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You should be able to see the generated collisions like this:
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![image](https://github.com/user-attachments/assets/f5f6cfdf-f68d-4031-ade6-ca6cd468210c)
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Fill references of ``RouteCreationTool`` like this:
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![image](https://github.com/user-attachments/assets/ebb21f28-edd7-45b3-9717-566eb021dd63)
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You should copy the ``Slope color gradient`` from routes in included maps.
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Check the ``Run`` and ``Highlight Path`` properties
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## Making new route
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You use the ``rough`` path to tell the output path where it should go.
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You can edit it just by selecting it and using default Godot tools
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![image](https://github.com/user-attachments/assets/b7546882-e463-4bc8-b939-040835d99f3a)
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``output`` path should automatically follow the terrain3D, in the part that has generated collision mesh(Or any other object with colider).
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To generate output path at certain point, just move your camera over it!
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To change resolution of output path change the bake interval on your rough path.
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![image](https://github.com/user-attachments/assets/04c4e4ec-6844-459f-bcb8-448543726be2)
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> [!Note]
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> After changing bake interval you will need to go over and regenerate all of output path
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The points that are generated on top of the terrain show path of your output path and color of them shows slope.
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![image](https://github.com/user-attachments/assets/5f69d831-1efd-48f5-abb9-319194b0b65c)
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## Configuring your route
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You can also change settings of your route.
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![image](https://github.com/user-attachments/assets/c4ef2dff-6490-464e-a7f3-523563fb5e0a)
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Route stats show automatically calculated values of your route
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# [Example video](./ExportingMaps.md)

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