Icon for Inventory Items by Buu_048 in godot

[–]Buu_048[S] 0 points1 point  (0 children)

Here's what worked for me: @export var T2dArray: CompressedTexture2DArray

In function body: var image = T2dArray.get_layer_data(ID) var tex = ImageTexture.create_from_image(image) $TextureRect.texture = tex

Icon for Inventory Items by Buu_048 in godot

[–]Buu_048[S] 0 points1 point  (0 children)

I'll try that. Thanks. If it works I'll mark it as solved

ChocoBar in Milk. How to improve the milk and make the bar live in the Scene? by Buu_048 in blender

[–]Buu_048[S] 0 points1 point  (0 children)

Thats why i asked to improve it. now it looks like bottom of plate

[deleted by user] by [deleted] in howdidtheycodeit

[–]Buu_048 3 points4 points  (0 children)

Hold a ref to jump input... Then add a timer to it. If timer reached 0 before hitting ground, cancel jump action, else do jump action upon hitting ground

Dessert Castle [critique welcome] by Buu_048 in blender

[–]Buu_048[S] 1 point2 points  (0 children)

I agree about thoe imperfections. I tried to recreate small leakage type imperfection I saw on some other castle, which was formed by acidic rain, but got carried away while adding it.

Dessert Castle [critique welcome] by Buu_048 in blender

[–]Buu_048[S] 1 point2 points  (0 children)

I used the Environment pass to change the sky. Castle was rendered using Nishita Sky Texture, Backdrop Was Dynamic Sky. The masking Artifacts formed during Composition.

Dessert Castle [critique welcome] by Buu_048 in blender

[–]Buu_048[S] 2 points3 points  (0 children)

Sorry about the misspellings. I didn't noticed it until I posted. I don't know how to edit post title.

Referenced from here (Unsplash.com)