#### About In this README you will learn how to create tactical maps in Blender and how to import them into Godot Engine. This project include a simple autodetection system which will allow you into create maps as fast as posible, but make sure to follow each step of this guide. #### Requirements - [Blender](https://www.blender.org/) - Little bit of Blender Experience - [Godot Blender Exporter](https://github.com/godotengine/godot-blender-exporter) #### Create a map First of all let's create a new blender project an remove all the objects with "A", then "X". ![preview](./img/1.png) Now, lets create a new cube with "Shift+A" and select Mesh > Cube. ![preview](./img/2.png) Make sure its size is 1m ![preview](./img/3.png) From edit mode (hit "Tab key") use "S" to activate scale mode. Click anywhere to cancel and manually set the size from the menu. ![preview](./img/4.png) In my case will go for a simple 5x5 grid ![preview](./img/5.png) Lets switch to "Face select" from the menu above ![preview](./img/6.png) And lets move to the bottom view by clicking the -Z axis at the top right corner ![preview](./img/7.png) Select the bottom face and then "X" to remove it ![preview](./img/8.png) You will now have an empy mesh ![preview](./img/9.png) Create a grid by adding some cuts with "Ctrl+R". ![preview](./img/10.png) As I crated a 5x5 map I must add 4 cuts on each side of the mesh in order to mantain the ratio ![preview](./img/11.png) Now you will be able to modify your map and even add some textures to it ![preview](./img/12.png) #### Create tiles Go to the top view by using the Z axis in the top right corner ![preview](./img/13.png) And select all "visible" faces from the top view ![preview](./img/14.png) As you can see those are the surface and walkeable tiles for the in game characters ![preview](./img/15.png) Hit "Shift+D" in order to duplicate, you should be able to move the surface of the mesh but don't do it, this is just an example of what you should see. ![preview](./img/16.png) Now use "P" and select Selection to separate the "walkeable tiles" from the mesh ![preview](./img/17.png) As you can se we now have two objects "Cube" and "Cube.001" ![preview](./img/18.png) Lets rename them as "Terrain" and "Tile" ![preview](./img/19.png) I will also hide Terrain cause I will not be using it for a while ![preview](./img/20.png) Select Tile and switch into Edit mode ![preview](./img/21.png) Go to Mesh > Split > Face by edges ![preview](./img/22.png) By doing this each tile will be isolated from the rest ![preview](./img/23.png) Use "P" again to separete by "Loose parts" ![preview](./img/24.png) Now each tile will be an independent object ![preview](./img/25.png) From object mode, select all tiles. Then go to Object > Set Origin > Origin to geometry ![preview](./img/26.png) Now each tile is independent and has its own origin ![preview](./img/27.png) Select all tiles, hit "Ctrl+A" and select Scale the enter to confirm. This will do nothing apparently, but will reset each tile into a 1x1 size insted the 5x5 that we set in first place. ![preview](./img/28.png) You can check those values in the expanding the right menu ![preview](./img/29.png) Go to the UV editing map and select all tiles, then "U" to unwrap. ![preview](./img/30.png) Make sure all the tiles are visible into the left side viewport ![preview](./img/31.png) Select all tiles ![preview](./img/32.png) Go to UV > Reset in order to reset their UV projections ![preview](./img/33.png) Make sure every tile is using the full size of the UV space ![preview](./img/34.png) #### Export into Godot Make Terrain visible again ![preview](./img/35.png) Export as .escn ![preview](./img/36.png) Save the blender escene into the root of your project ![preview](./img/37.png) Open it from Godot Editor ![preview](./img/38.png) Duplicate the "test_arena" template ![preview](./img/39.png) Give it a new name ![preview](./img/40.png) Start moving all the tiles inside the "Tiles" spatial node. First I suggest to remove old tiles ![preview](./img/45.png) ![preview](./img/46.png) ![preview](./img/47.png) And then copy and paste from the exported scene into the new one ![preview](./img/48.png) ![preview](./img/49.png) Do the same with the terrain mesh ![preview](./img/50.png) ![preview](./img/51.png) ![preview](./img/52.png) ![preview](./img/53.png) Make sure to move down the terrain mesh (but just a little) ![preview](./img/54.png) Lets now duplicate the "test_level" template ![preview](./img/56.png) ![preview](./img/57.png) And replace the Arena node for the new one that we already configured ![preview](./img/58.png) ![preview](./img/59.png) ![preview](./img/60.png) Make sure to add and adjust as many characters as you need ![preview](./img/61.png) Now you are able to delete the exported .escn from your project and close its viewport tab ![preview](./img/62.png) ![preview](./img/63.png) Test your new level ![preview](./img/64.png)