├── README.md └── GDSCRIPT ├── LOD_TEST.gd ├── LOD_V2.gd ├── SPLATMAP_SHADER.txt └── LOD_TERRAIN.gd /README.md: -------------------------------------------------------------------------------- 1 | # Freebies 2 | Free source for various code. Go to the appropriate folder and download what you want. You found out how to improve something and got some viable tips, please drop me a message. Love ya =*. 3 | 4 | Currently available here: 5 | 6 | GDSCRIPT FOLDER: 7 | 8 | LOD SCRIPTS 9 | SPLATMAP SHADER 10 | -------------------------------------------------------------------------------- /GDSCRIPT/LOD_TEST.gd: -------------------------------------------------------------------------------- 1 | extends Spatial 2 | # LOD distance 3 | var Distance = 0 4 | var Dist_01 = 10 5 | var Dist_02 = 20 6 | # Setting update interval 7 | export(float) var updInterval = 1 8 | var updIntervalCalc = 1.0 9 | var pCounter = 0.0 10 | 11 | func _ready(): 12 | # Update Interval Calculation 13 | updIntervalCalc=updInterval*(0.8+(randf()*0.2)) 14 | 15 | $"Sphere-lod00".visible = true 16 | $"Sphere-lod01".visible = false 17 | $"Sphere-lod02".visible = false 18 | 19 | 20 | func _physics_process(delta): 21 | # Update Process 22 | pCounter+=delta 23 | if pCounter>updIntervalCalc: 24 | upd_LOD() 25 | pCounter=0.0 26 | 27 | # LOD Function 28 | func upd_LOD(): 29 | Distance = self.global_transform.origin.distance_to(get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 30 | 31 | if Distance > Dist_01 and Distance < Dist_02: 32 | $"Sphere-lod00".visible = false 33 | $"Sphere-lod01".visible = true 34 | $"Sphere-lod02".visible = false 35 | 36 | elif Distance > Dist_02: 37 | $"Sphere-lod00".visible = false 38 | $"Sphere-lod01".visible = false 39 | $"Sphere-lod02".visible = true 40 | 41 | else: 42 | $"Sphere-lod00".visible = true 43 | $"Sphere-lod01".visible = false 44 | $"Sphere-lod02".visible = false -------------------------------------------------------------------------------- /GDSCRIPT/LOD_V2.gd: -------------------------------------------------------------------------------- 1 | tool 2 | extends Spatial 3 | # Initial distace value for each chun 4 | var Distance_Chunk = 0 5 | # LOD distance Needs tweaking 6 | 7 | export (int, 2, 40) var Dist_01 = 1 8 | export (int, 40, 70) var Dist_02 =2 9 | export (int, 75, 150) var Dist_03 = 4 10 | 11 | # Base variables for update interval 12 | export(float) var updInterval = 1.0 13 | var updIntervalCalc = 1.0 14 | var pCounter = 0.0 15 | 16 | func _ready(): 17 | # Setting up update Inverval and giving it a certain degree of randomness 18 | updIntervalCalc=updInterval*(0.8+(randf()*0.2)) 19 | # On ready we are turning on the visibility off and on 20 | for _i in self.get_children(): 21 | if _i != null : 22 | # print("set visibality in ready") 23 | _i.get_node("LOD1").visible = true 24 | _i.get_node("LOD2").visible = false 25 | _i.get_node("LOD3").visible = false 26 | 27 | func _physics_process(delta): 28 | pCounter+=delta 29 | # chunk13() 30 | if pCounter>updIntervalCalc: 31 | for _i in self.get_children(): 32 | if _i != null : 33 | if _i.get_child_count() > 0: 34 | get_active_chunk( _i.get_children(),_i) 35 | else: 36 | print("-node is empty "+_i.get_name()) 37 | 38 | 39 | 40 | 41 | func get_active_chunk(_chunk:Array,_conteiner)->void: 42 | # World/Player - those are two node hierarchies that mush be present too! 43 | var player =get_node("../Player").get_global_transform().origin 44 | var label =get_node("../Label") 45 | var hook_position = _chunk[0].global_transform.origin 46 | 47 | Distance_Chunk = player.distance_to(hook_position) 48 | 49 | #159 #250 #400 50 | if Distance_Chunk > Dist_01 and Distance_Chunk < Dist_02 and Distance_Chunk < Dist_03: 51 | _chunk[0].visible = false 52 | _chunk[1].visible = false 53 | _chunk[2].visible = true 54 | elif int(Distance_Chunk) > Dist_02 and int(Distance_Chunk) < Dist_03: #399 55 | _chunk[0].visible = false 56 | _chunk[1].visible = true 57 | _chunk[2].visible = false 58 | elif Distance_Chunk > Dist_03: 59 | _chunk[0].visible = true 60 | _chunk[1].visible = false 61 | 62 | _chunk[2].visible = false 63 | -------------------------------------------------------------------------------- /GDSCRIPT/SPLATMAP_SHADER.txt: -------------------------------------------------------------------------------- 1 | shader_type spatial; 2 | render_mode cull_disabled; 3 | 4 | uniform sampler2D splatmap; 5 | uniform sampler2D tex_base; 6 | uniform sampler2D tex_r; 7 | uniform sampler2D tex_g; 8 | uniform sampler2D tex_b; 9 | uniform sampler2D tex_a; 10 | 11 | uniform sampler2D norm_base; 12 | uniform sampler2D norm_r; 13 | uniform sampler2D norm_g; 14 | uniform sampler2D norm_b; 15 | uniform sampler2D norm_a; 16 | 17 | uniform sampler2D bump_base; 18 | uniform sampler2D bump_r; 19 | uniform sampler2D bump_g; 20 | uniform sampler2D bump_b; 21 | uniform sampler2D bump_a; 22 | 23 | uniform sampler2D rough_base; 24 | uniform sampler2D rough_r; 25 | uniform sampler2D rough_g; 26 | uniform sampler2D rough_b; 27 | uniform sampler2D rough_a; 28 | 29 | uniform float base_res = 5; 30 | uniform float r_res = 5; 31 | uniform float g_res = 5; 32 | uniform float b_res = 5; 33 | uniform float a_res = 5; 34 | 35 | 36 | 37 | 38 | 39 | void fragment() { 40 | 41 | vec3 base_col; 42 | vec3 r_col; 43 | vec3 g_col; 44 | vec3 b_col; 45 | vec3 a_col; 46 | 47 | vec3 base_norm; 48 | vec3 r_norm; 49 | vec3 g_norm; 50 | vec3 b_norm; 51 | vec3 a_norm; 52 | 53 | vec4 texs=texture(splatmap,UV); 54 | float rval = texs.r; 55 | float gval = texs.g; 56 | float bval = texs.b; 57 | float aval = 1.0-texs.a; 58 | 59 | 60 | float base_rough; 61 | float r_rough; 62 | float g_rough; 63 | float b_rough; 64 | float a_rough; 65 | 66 | float baseval = max(0.0,1.0-(rval+gval+bval+aval)); 67 | 68 | base_col = texture(tex_base,UV*base_res).rgb * baseval; 69 | r_col = texture(tex_r,UV*r_res).rgb * rval; 70 | g_col = texture(tex_g,UV*g_res).rgb * gval; 71 | b_col = texture(tex_b,UV*a_res).rgb * bval; 72 | a_col = texture(tex_a,UV*a_res).rgb * aval; 73 | 74 | ALBEDO = base_col + r_col + g_col + b_col + a_col; 75 | 76 | base_norm = texture(norm_base,UV*base_res).rgb * baseval; 77 | r_norm = texture(norm_r,UV*r_res).rgb * rval; 78 | g_norm = texture(norm_g,UV*g_res).rgb * gval; 79 | b_norm = texture(norm_b,UV*b_res).rgb * bval; 80 | a_norm = texture(norm_a,UV*a_res).rgb * aval; 81 | 82 | NORMALMAP = base_norm + r_norm + g_norm + b_norm + a_norm; 83 | 84 | base_rough = texture(rough_base,UV*base_res).x * (baseval); 85 | r_rough = texture(rough_r,UV*r_res).x * (rval); 86 | g_rough = texture(rough_g,UV*g_res).x * (gval); 87 | b_rough = texture(rough_b,UV*b_res).x * (bval); 88 | a_rough = texture(rough_a,UV*a_res).x * (aval); 89 | 90 | // TODO combine Normals and roughness maps and then try to take roughness maps out of normal's alpha! 91 | ROUGHNESS = base_rough + r_rough + g_rough + b_rough + a_rough; 92 | 93 | SPECULAR = 0.4; 94 | NORMALMAP_DEPTH = 1.0; 95 | CLEARCOAT_GLOSS = 0.5; 96 | 97 | } -------------------------------------------------------------------------------- /GDSCRIPT/LOD_TERRAIN.gd: -------------------------------------------------------------------------------- 1 | extends Spatial 2 | 3 | # Initial distance value for each chunk 4 | 5 | var Distance_Chunk_1001 = 0 6 | var Distance_Chunk_1002 = 0 7 | var Distance_Chunk_1003 = 0 8 | var Distance_Chunk_1004 = 0 9 | var Distance_Chunk_1005 = 0 10 | 11 | var Distance_Chunk_2001 = 0 12 | var Distance_Chunk_2002 = 0 13 | var Distance_Chunk_2003 = 0 14 | var Distance_Chunk_2004 = 0 15 | var Distance_Chunk_2005 = 0 16 | 17 | var Distance_Chunk_3001 = 0 18 | var Distance_Chunk_3002 = 0 19 | var Distance_Chunk_3003 = 0 20 | var Distance_Chunk_3004 = 0 21 | var Distance_Chunk_3005 = 0 22 | 23 | var Distance_Chunk_4001 = 0 24 | var Distance_Chunk_4002 = 0 25 | var Distance_Chunk_4003 = 0 26 | var Distance_Chunk_4004 = 0 27 | var Distance_Chunk_4005 = 0 28 | 29 | var Distance_Chunk_5001 = 0 30 | var Distance_Chunk_5002 = 0 31 | var Distance_Chunk_5003 = 0 32 | var Distance_Chunk_5004 = 0 33 | var Distance_Chunk_5005 = 0 34 | 35 | # LOD distance Needs tweaking 36 | 37 | export var Dist_01 = 250 38 | export var Dist_02 = 350 39 | export var Dist_03 = 450 40 | 41 | # Base variables for update interval 42 | export(float) var updInterval = 1 43 | var updIntervalCalc = 1.0 44 | var pCounter = 0.0 45 | 46 | func _ready(): 47 | # Setting up update Inverval and giving it a certain degree of randomness 48 | updIntervalCalc=updInterval*(0.8+(randf()*0.2)) 49 | 50 | # On ready we are turning on the visibility off and on 51 | 52 | $"Chunk_1001_LOD0".visible = true 53 | $"Chunk_1001_LOD1".visible = false 54 | $"Chunk_1001_LOD2".visible = false 55 | $"Chunk_1001_LOD3".visible = false 56 | 57 | $"Chunk_1002_LOD0".visible = true 58 | $"Chunk_1002_LOD1".visible = false 59 | $"Chunk_1002_LOD2".visible = false 60 | $"Chunk_1002_LOD3".visible = false 61 | 62 | $"Chunk_1002_LOD0".visible = true 63 | $"Chunk_1002_LOD1".visible = false 64 | $"Chunk_1002_LOD2".visible = false 65 | $"Chunk_1002_LOD3".visible = false 66 | 67 | $"Chunk_1003_LOD0".visible = true 68 | $"Chunk_1003_LOD1".visible = false 69 | $"Chunk_1003_LOD2".visible = false 70 | $"Chunk_1003_LOD3".visible = false 71 | 72 | $"Chunk_1004_LOD0".visible = true 73 | $"Chunk_1004_LOD1".visible = false 74 | $"Chunk_1004_LOD2".visible = false 75 | $"Chunk_1004_LOD3".visible = false 76 | 77 | $"Chunk_1005_LOD0".visible = true 78 | $"Chunk_1005_LOD1".visible = false 79 | $"Chunk_1005_LOD2".visible = false 80 | $"Chunk_1005_LOD3".visible = false 81 | 82 | $"Chunk_2001_LOD0".visible = true 83 | $"Chunk_2001_LOD1".visible = false 84 | $"Chunk_2001_LOD2".visible = false 85 | $"Chunk_2001_LOD3".visible = false 86 | 87 | $"Chunk_2002_LOD0".visible = true 88 | $"Chunk_2002_LOD1".visible = false 89 | $"Chunk_2002_LOD2".visible = false 90 | $"Chunk_2002_LOD3".visible = false 91 | 92 | $"Chunk_2003_LOD0".visible = true 93 | $"Chunk_2003_LOD1".visible = false 94 | $"Chunk_2003_LOD2".visible = false 95 | $"Chunk_2003_LOD3".visible = false 96 | 97 | $"Chunk_2004_LOD0".visible = true 98 | $"Chunk_2004_LOD1".visible = false 99 | $"Chunk_2004_LOD2".visible = false 100 | $"Chunk_2004_LOD3".visible = false 101 | 102 | $"Chunk_2005_LOD0".visible = true 103 | $"Chunk_2005_LOD1".visible = false 104 | $"Chunk_2005_LOD2".visible = false 105 | $"Chunk_2005_LOD3".visible = false 106 | 107 | $"Chunk_3001_LOD0".visible = true 108 | $"Chunk_3001_LOD1".visible = false 109 | $"Chunk_3001_LOD2".visible = false 110 | $"Chunk_3001_LOD3".visible = false 111 | 112 | $"Chunk_3002_LOD0".visible = true 113 | $"Chunk_3002_LOD1".visible = false 114 | $"Chunk_3002_LOD2".visible = false 115 | $"Chunk_3002_LOD3".visible = false 116 | 117 | $"Chunk_3003_LOD0".visible = true 118 | $"Chunk_3003_LOD1".visible = false 119 | $"Chunk_3003_LOD2".visible = false 120 | $"Chunk_3003_LOD3".visible = false 121 | 122 | $"Chunk_3004_LOD0".visible = true 123 | $"Chunk_3004_LOD1".visible = false 124 | $"Chunk_3004_LOD2".visible = false 125 | $"Chunk_3004_LOD3".visible = false 126 | 127 | $"Chunk_3005_LOD0".visible = true 128 | $"Chunk_3005_LOD1".visible = false 129 | $"Chunk_3005_LOD2".visible = false 130 | $"Chunk_3005_LOD3".visible = false 131 | 132 | $"Chunk_4001_LOD0".visible = true 133 | $"Chunk_4001_LOD1".visible = false 134 | $"Chunk_4001_LOD2".visible = false 135 | $"Chunk_4001_LOD3".visible = false 136 | 137 | $"Chunk_4002_LOD0".visible = true 138 | $"Chunk_4002_LOD1".visible = false 139 | $"Chunk_4002_LOD2".visible = false 140 | $"Chunk_4002_LOD3".visible = false 141 | 142 | $"Chunk_4003_LOD0".visible = true 143 | $"Chunk_4003_LOD1".visible = false 144 | $"Chunk_4003_LOD2".visible = false 145 | $"Chunk_4003_LOD3".visible = false 146 | 147 | $"Chunk_4004_LOD0".visible = true 148 | $"Chunk_4004_LOD1".visible = false 149 | $"Chunk_4004_LOD2".visible = false 150 | $"Chunk_4004_LOD3".visible = false 151 | 152 | $"Chunk_4005_LOD0".visible = true 153 | $"Chunk_4005_LOD1".visible = false 154 | $"Chunk_4005_LOD2".visible = false 155 | $"Chunk_4005_LOD3".visible = false 156 | 157 | $"Chunk_5001_LOD0".visible = true 158 | $"Chunk_5001_LOD1".visible = false 159 | $"Chunk_5001_LOD2".visible = false 160 | $"Chunk_5001_LOD3".visible = false 161 | 162 | $"Chunk_5002_LOD0".visible = true 163 | $"Chunk_5002_LOD1".visible = false 164 | $"Chunk_5002_LOD2".visible = false 165 | $"Chunk_5002_LOD3".visible = false 166 | 167 | $"Chunk_5003_LOD0".visible = true 168 | $"Chunk_5003_LOD1".visible = false 169 | $"Chunk_5003_LOD2".visible = false 170 | $"Chunk_5003_LOD3".visible = false 171 | 172 | $"Chunk_5004_LOD0".visible = true 173 | $"Chunk_5004_LOD1".visible = false 174 | $"Chunk_5004_LOD2".visible = false 175 | $"Chunk_5004_LOD3".visible = false 176 | 177 | $"Chunk_5005_LOD0".visible = true 178 | $"Chunk_5005_LOD1".visible = false 179 | $"Chunk_5005_LOD2".visible = false 180 | $"Chunk_5005_LOD3".visible = false 181 | 182 | 183 | #set_physics_process(true) 184 | 185 | 186 | func _physics_process(delta): 187 | 188 | # Initiating the process of Intervaling for LOD calculation 189 | pCounter+=delta 190 | if pCounter>updIntervalCalc: 191 | 192 | # Chunk LOD update functions 193 | chunk_1001() 194 | chunk_1002() 195 | chunk_1003() 196 | chunk_1004() 197 | chunk_1005() 198 | 199 | chunk_2001() 200 | chunk_2002() 201 | chunk_2003() 202 | chunk_2004() 203 | chunk_2005() 204 | 205 | chunk_3001() 206 | chunk_3002() 207 | chunk_3003() 208 | chunk_3004() 209 | chunk_3005() 210 | 211 | chunk_4001() 212 | chunk_4002() 213 | chunk_4003() 214 | chunk_4004() 215 | chunk_4005() 216 | 217 | chunk_5001() 218 | chunk_5002() 219 | chunk_5003() 220 | chunk_5004() 221 | chunk_5005() 222 | 223 | pCounter=0.0 224 | 225 | 226 | 227 | 228 | func chunk_1001(): 229 | # World/Player - those are two node hierarchies that mush be present too! 230 | 231 | Distance_Chunk_1001 = $Chunk_1001_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 232 | 233 | if Distance_Chunk_1001 > Dist_01 and Distance_Chunk_1001 < Dist_02 and Distance_Chunk_1001 < Dist_03: 234 | 235 | $Chunk_1001_LOD0.visible = false 236 | $Chunk_1001_LOD1.visible = true 237 | $Chunk_1001_LOD2.visible = false 238 | $Chunk_1001_LOD3.visible = false 239 | 240 | elif Distance_Chunk_1001 > Dist_02: 241 | 242 | $Chunk_1001_LOD0.visible = false 243 | $Chunk_1001_LOD1.visible = false 244 | $Chunk_1001_LOD2.visible = true 245 | $Chunk_1001_LOD3.visible = false 246 | 247 | elif Distance_Chunk_1001 > Dist_03: 248 | 249 | $Chunk_1001_LOD0.visible = false 250 | $Chunk_1001_LOD1.visible = false 251 | $Chunk_1001_LOD2.visible = false 252 | $Chunk_1001_LOD3.visible = true 253 | 254 | else: 255 | $Chunk_1001_LOD0.visible = true 256 | $Chunk_1001_LOD1.visible = false 257 | $Chunk_1001_LOD2.visible = false 258 | $Chunk_1001_LOD3.visible = false 259 | 260 | func chunk_1002(): 261 | 262 | Distance_Chunk_1002 = $Chunk_1002_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 263 | 264 | if Distance_Chunk_1002 > Dist_01 and Distance_Chunk_1002 < Dist_02 and Distance_Chunk_1002 < Dist_03: 265 | $Chunk_1002_LOD0.visible = false 266 | $Chunk_1002_LOD1.visible = true 267 | $Chunk_1002_LOD2.visible = false 268 | $Chunk_1002_LOD3.visible = false 269 | 270 | elif Distance_Chunk_1002 > Dist_02: 271 | $Chunk_1002_LOD0.visible = false 272 | $Chunk_1002_LOD1.visible = false 273 | $Chunk_1002_LOD2.visible = true 274 | $Chunk_1002_LOD3.visible = false 275 | 276 | elif Distance_Chunk_1002 > Dist_03: 277 | $Chunk_1002_LOD0.visible = false 278 | $Chunk_1002_LOD1.visible = false 279 | $Chunk_1002_LOD2.visible = false 280 | $Chunk_1002_LOD3.visible = true 281 | 282 | else: 283 | $Chunk_1002_LOD0.visible = true 284 | $Chunk_1002_LOD1.visible = false 285 | $Chunk_1002_LOD2.visible = false 286 | $Chunk_1002_LOD3.visible = false 287 | 288 | func chunk_1003(): 289 | 290 | Distance_Chunk_1003 = $Chunk_1003_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 291 | 292 | if Distance_Chunk_1003 > Dist_01 and Distance_Chunk_1003 < Dist_02 and Distance_Chunk_1003 < Dist_03: 293 | $Chunk_1003_LOD0.visible = false 294 | $Chunk_1003_LOD1.visible = true 295 | $Chunk_1003_LOD2.visible = false 296 | $Chunk_1003_LOD3.visible = false 297 | 298 | elif Distance_Chunk_1003 > Dist_02: 299 | $Chunk_1003_LOD0.visible = false 300 | $Chunk_1003_LOD1.visible = false 301 | $Chunk_1003_LOD2.visible = true 302 | $Chunk_1003_LOD3.visible = false 303 | 304 | elif Distance_Chunk_1003 > Dist_03: 305 | $Chunk_1003_LOD0.visible = false 306 | $Chunk_1003_LOD1.visible = false 307 | $Chunk_1003_LOD2.visible = false 308 | $Chunk_1003_LOD3.visible = true 309 | 310 | else: 311 | $Chunk_1003_LOD0.visible = true 312 | $Chunk_1003_LOD1.visible = false 313 | $Chunk_1003_LOD2.visible = false 314 | $Chunk_1003_LOD3.visible = false 315 | 316 | func chunk_1004(): 317 | 318 | Distance_Chunk_1004 = $Chunk_1004_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 319 | 320 | if Distance_Chunk_1004 > Dist_01 and Distance_Chunk_1004 < Dist_02 and Distance_Chunk_1004 < Dist_03: 321 | $Chunk_1004_LOD0.visible = false 322 | $Chunk_1004_LOD1.visible = true 323 | $Chunk_1004_LOD2.visible = false 324 | $Chunk_1004_LOD3.visible = false 325 | 326 | elif Distance_Chunk_1004 > Dist_02: 327 | $Chunk_1004_LOD0.visible = false 328 | $Chunk_1004_LOD1.visible = false 329 | $Chunk_1004_LOD2.visible = true 330 | $Chunk_1004_LOD3.visible = false 331 | 332 | elif Distance_Chunk_1004 > Dist_03: 333 | $Chunk_1004_LOD0.visible = false 334 | $Chunk_1004_LOD1.visible = false 335 | $Chunk_1004_LOD2.visible = false 336 | $Chunk_1004_LOD3.visible = true 337 | 338 | else: 339 | $Chunk_1004_LOD0.visible = true 340 | $Chunk_1004_LOD1.visible = false 341 | $Chunk_1004_LOD2.visible = false 342 | $Chunk_1004_LOD3.visible = false 343 | 344 | func chunk_1005(): 345 | 346 | Distance_Chunk_1005 = $Chunk_1005_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 347 | 348 | if Distance_Chunk_1005 > Dist_01 and Distance_Chunk_1005 < Dist_02 and Distance_Chunk_1005 < Dist_03: 349 | $Chunk_1005_LOD0.visible = false 350 | $Chunk_1005_LOD1.visible = true 351 | $Chunk_1005_LOD2.visible = false 352 | $Chunk_1005_LOD3.visible = false 353 | 354 | elif Distance_Chunk_1005 > Dist_02: 355 | $Chunk_1005_LOD0.visible = false 356 | $Chunk_1005_LOD1.visible = false 357 | $Chunk_1005_LOD2.visible = true 358 | $Chunk_1005_LOD3.visible = false 359 | 360 | elif Distance_Chunk_1005 > Dist_03: 361 | $Chunk_1005_LOD0.visible = false 362 | $Chunk_1005_LOD1.visible = false 363 | $Chunk_1005_LOD2.visible = false 364 | $Chunk_1005_LOD3.visible = true 365 | 366 | else: 367 | $Chunk_1005_LOD0.visible = true 368 | $Chunk_1005_LOD1.visible = false 369 | $Chunk_1005_LOD2.visible = false 370 | $Chunk_1005_LOD3.visible = false 371 | 372 | func chunk_2001(): 373 | 374 | Distance_Chunk_2001 = $Chunk_2001_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 375 | 376 | if Distance_Chunk_2001 > Dist_01 and Distance_Chunk_2001 < Dist_02 and Distance_Chunk_2001 < Dist_03: 377 | $Chunk_2001_LOD0.visible = false 378 | $Chunk_2001_LOD1.visible = true 379 | $Chunk_2001_LOD2.visible = false 380 | $Chunk_2001_LOD3.visible = false 381 | 382 | elif Distance_Chunk_2001 > Dist_02: 383 | $Chunk_2001_LOD0.visible = false 384 | $Chunk_2001_LOD1.visible = false 385 | $Chunk_2001_LOD2.visible = true 386 | $Chunk_2001_LOD3.visible = false 387 | 388 | elif Distance_Chunk_2001 > Dist_03: 389 | $Chunk_2001_LOD0.visible = false 390 | $Chunk_2001_LOD1.visible = false 391 | $Chunk_2001_LOD2.visible = false 392 | $Chunk_2001_LOD3.visible = true 393 | 394 | else: 395 | $Chunk_2001_LOD0.visible = true 396 | $Chunk_2001_LOD1.visible = false 397 | $Chunk_2001_LOD2.visible = false 398 | $Chunk_2001_LOD3.visible = false 399 | 400 | func chunk_2002(): 401 | 402 | Distance_Chunk_2002 = $Chunk_2002_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 403 | 404 | if Distance_Chunk_2002 > Dist_01 and Distance_Chunk_2002 < Dist_02 and Distance_Chunk_2002 < Dist_03: 405 | $Chunk_2002_LOD0.visible = false 406 | $Chunk_2002_LOD1.visible = true 407 | $Chunk_2002_LOD2.visible = false 408 | $Chunk_2002_LOD3.visible = false 409 | 410 | elif Distance_Chunk_2002 > Dist_02: 411 | $Chunk_2002_LOD0.visible = false 412 | $Chunk_2002_LOD1.visible = false 413 | $Chunk_2002_LOD2.visible = true 414 | $Chunk_2002_LOD3.visible = false 415 | 416 | elif Distance_Chunk_2002 > Dist_03: 417 | $Chunk_2002_LOD0.visible = false 418 | $Chunk_2002_LOD1.visible = false 419 | $Chunk_2002_LOD2.visible = false 420 | $Chunk_2002_LOD3.visible = true 421 | 422 | else: 423 | $Chunk_2002_LOD0.visible = true 424 | $Chunk_2002_LOD1.visible = false 425 | $Chunk_2002_LOD2.visible = false 426 | $Chunk_2002_LOD3.visible = false 427 | 428 | func chunk_2003(): 429 | 430 | Distance_Chunk_2003 = $Chunk_2003_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 431 | 432 | if Distance_Chunk_2003 > Dist_01 and Distance_Chunk_2003 < Dist_02 and Distance_Chunk_2003 < Dist_03: 433 | $Chunk_2003_LOD0.visible = false 434 | $Chunk_2003_LOD1.visible = true 435 | $Chunk_2003_LOD2.visible = false 436 | $Chunk_2003_LOD3.visible = false 437 | 438 | elif Distance_Chunk_2003 > Dist_02: 439 | $Chunk_2003_LOD0.visible = false 440 | $Chunk_2003_LOD1.visible = false 441 | $Chunk_2003_LOD2.visible = true 442 | $Chunk_2003_LOD3.visible = false 443 | 444 | elif Distance_Chunk_2003 > Dist_03: 445 | $Chunk_2003_LOD0.visible = false 446 | $Chunk_2003_LOD1.visible = false 447 | $Chunk_2003_LOD2.visible = false 448 | $Chunk_2003_LOD3.visible = true 449 | 450 | else: 451 | $Chunk_2003_LOD0.visible = true 452 | $Chunk_2003_LOD1.visible = false 453 | $Chunk_2003_LOD2.visible = false 454 | $Chunk_2003_LOD3.visible = false 455 | 456 | func chunk_2004(): 457 | 458 | Distance_Chunk_2004 = $Chunk_2004_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 459 | 460 | if Distance_Chunk_2004 > Dist_01 and Distance_Chunk_2004 < Dist_02 and Distance_Chunk_2004 < Dist_03: 461 | $Chunk_2004_LOD0.visible = false 462 | $Chunk_2004_LOD1.visible = true 463 | $Chunk_2004_LOD2.visible = false 464 | $Chunk_2004_LOD3.visible = false 465 | 466 | elif Distance_Chunk_2004 > Dist_02: 467 | $Chunk_2004_LOD0.visible = false 468 | $Chunk_2004_LOD1.visible = false 469 | $Chunk_2004_LOD2.visible = true 470 | $Chunk_2004_LOD3.visible = false 471 | 472 | elif Distance_Chunk_2004 > Dist_03: 473 | $Chunk_2004_LOD0.visible = false 474 | $Chunk_2004_LOD1.visible = false 475 | $Chunk_2004_LOD2.visible = false 476 | $Chunk_2004_LOD3.visible = true 477 | 478 | else: 479 | $Chunk_2004_LOD0.visible = true 480 | $Chunk_2004_LOD1.visible = false 481 | $Chunk_2004_LOD2.visible = false 482 | $Chunk_2004_LOD3.visible = false 483 | 484 | func chunk_2005(): 485 | 486 | Distance_Chunk_2005 = $Chunk_2005_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 487 | 488 | if Distance_Chunk_2005 > Dist_01 and Distance_Chunk_2005 < Dist_02 and Distance_Chunk_2005 < Dist_03: 489 | $Chunk_2005_LOD0.visible = false 490 | $Chunk_2005_LOD1.visible = true 491 | $Chunk_2005_LOD2.visible = false 492 | $Chunk_2005_LOD3.visible = false 493 | 494 | elif Distance_Chunk_2005 > Dist_02: 495 | $Chunk_2005_LOD0.visible = false 496 | $Chunk_2005_LOD1.visible = false 497 | $Chunk_2005_LOD2.visible = true 498 | $Chunk_2005_LOD3.visible = false 499 | 500 | elif Distance_Chunk_2005 > Dist_03: 501 | $Chunk_2005_LOD0.visible = false 502 | $Chunk_2005_LOD1.visible = false 503 | $Chunk_2005_LOD2.visible = false 504 | $Chunk_2005_LOD3.visible = true 505 | 506 | else: 507 | $Chunk_2005_LOD0.visible = true 508 | $Chunk_2005_LOD1.visible = false 509 | $Chunk_2005_LOD2.visible = false 510 | $Chunk_2005_LOD3.visible = false 511 | 512 | func chunk_3001(): 513 | 514 | Distance_Chunk_3001 = $Chunk_3001_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 515 | 516 | if Distance_Chunk_3001 > Dist_01 and Distance_Chunk_3001 < Dist_02 and Distance_Chunk_3001 < Dist_03: 517 | $Chunk_3001_LOD0.visible = false 518 | $Chunk_3001_LOD1.visible = true 519 | $Chunk_3001_LOD2.visible = false 520 | $Chunk_3001_LOD3.visible = false 521 | 522 | elif Distance_Chunk_3001 > Dist_02: 523 | $Chunk_3001_LOD0.visible = false 524 | $Chunk_3001_LOD1.visible = false 525 | $Chunk_3001_LOD2.visible = true 526 | $Chunk_3001_LOD3.visible = false 527 | 528 | elif Distance_Chunk_3001 > Dist_03: 529 | $Chunk_3001_LOD0.visible = false 530 | $Chunk_3001_LOD1.visible = false 531 | $Chunk_3001_LOD2.visible = false 532 | $Chunk_3001_LOD3.visible = true 533 | 534 | else: 535 | $Chunk_3001_LOD0.visible = true 536 | $Chunk_3001_LOD1.visible = false 537 | $Chunk_3001_LOD2.visible = false 538 | $Chunk_3001_LOD3.visible = false 539 | 540 | func chunk_3002(): 541 | 542 | Distance_Chunk_3002 = $Chunk_3002_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 543 | 544 | if Distance_Chunk_3002 > Dist_01 and Distance_Chunk_3002 < Dist_02 and Distance_Chunk_3002 < Dist_03: 545 | $Chunk_3002_LOD0.visible = false 546 | $Chunk_3002_LOD1.visible = true 547 | $Chunk_3002_LOD2.visible = false 548 | $Chunk_3002_LOD3.visible = false 549 | 550 | elif Distance_Chunk_3002 > Dist_02: 551 | $Chunk_3002_LOD0.visible = false 552 | $Chunk_3002_LOD1.visible = false 553 | $Chunk_3002_LOD2.visible = true 554 | $Chunk_3002_LOD3.visible = false 555 | 556 | elif Distance_Chunk_3002 > Dist_03: 557 | $Chunk_3002_LOD0.visible = false 558 | $Chunk_3002_LOD1.visible = false 559 | $Chunk_3002_LOD2.visible = false 560 | $Chunk_3002_LOD3.visible = true 561 | 562 | else: 563 | $Chunk_3002_LOD0.visible = true 564 | $Chunk_3002_LOD1.visible = false 565 | $Chunk_3002_LOD2.visible = false 566 | $Chunk_3002_LOD3.visible = false 567 | 568 | func chunk_3003(): 569 | 570 | Distance_Chunk_3003 = $Chunk_3003_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 571 | 572 | if Distance_Chunk_3003 > Dist_01 and Distance_Chunk_3003 < Dist_02 and Distance_Chunk_3003 < Dist_03: 573 | $Chunk_3003_LOD0.visible = false 574 | $Chunk_3003_LOD1.visible = true 575 | $Chunk_3003_LOD2.visible = false 576 | $Chunk_3003_LOD3.visible = false 577 | 578 | elif Distance_Chunk_3003 > Dist_02: 579 | $Chunk_3003_LOD0.visible = false 580 | $Chunk_3003_LOD1.visible = false 581 | $Chunk_3003_LOD2.visible = true 582 | $Chunk_3003_LOD3.visible = false 583 | 584 | elif Distance_Chunk_3003 > Dist_03: 585 | $Chunk_3003_LOD0.visible = false 586 | $Chunk_3003_LOD1.visible = false 587 | $Chunk_3003_LOD2.visible = false 588 | $Chunk_3003_LOD3.visible = true 589 | 590 | else: 591 | $Chunk_3003_LOD0.visible = true 592 | $Chunk_3003_LOD1.visible = false 593 | $Chunk_3003_LOD2.visible = false 594 | $Chunk_3003_LOD3.visible = false 595 | 596 | func chunk_3004(): 597 | 598 | Distance_Chunk_3004 = $Chunk_3004_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 599 | 600 | if Distance_Chunk_3004 > Dist_01 and Distance_Chunk_3004 < Dist_02 and Distance_Chunk_3004 < Dist_03: 601 | $Chunk_3004_LOD0.visible = false 602 | $Chunk_3004_LOD1.visible = true 603 | $Chunk_3004_LOD2.visible = false 604 | $Chunk_3004_LOD3.visible = false 605 | 606 | elif Distance_Chunk_3004 > Dist_02: 607 | $Chunk_3004_LOD0.visible = false 608 | $Chunk_3004_LOD1.visible = false 609 | $Chunk_3004_LOD2.visible = true 610 | $Chunk_3004_LOD3.visible = false 611 | 612 | elif Distance_Chunk_3004 > Dist_03: 613 | $Chunk_3004_LOD0.visible = false 614 | $Chunk_3004_LOD1.visible = false 615 | $Chunk_3004_LOD2.visible = false 616 | $Chunk_3004_LOD3.visible = true 617 | 618 | else: 619 | $Chunk_3004_LOD0.visible = true 620 | $Chunk_3004_LOD1.visible = false 621 | $Chunk_3004_LOD2.visible = false 622 | $Chunk_3004_LOD3.visible = false 623 | 624 | func chunk_3005(): 625 | 626 | Distance_Chunk_3005 = $Chunk_3005_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 627 | 628 | if Distance_Chunk_3005 > Dist_01 and Distance_Chunk_3005 < Dist_02 and Distance_Chunk_3005 < Dist_03: 629 | $Chunk_3005_LOD0.visible = false 630 | $Chunk_3005_LOD1.visible = true 631 | $Chunk_3005_LOD2.visible = false 632 | $Chunk_3005_LOD3.visible = false 633 | 634 | elif Distance_Chunk_3005 > Dist_02: 635 | $Chunk_3005_LOD0.visible = false 636 | $Chunk_3005_LOD1.visible = false 637 | $Chunk_3005_LOD2.visible = true 638 | $Chunk_3005_LOD3.visible = false 639 | 640 | elif Distance_Chunk_3005 > Dist_03: 641 | $Chunk_3005_LOD0.visible = false 642 | $Chunk_3005_LOD1.visible = false 643 | $Chunk_3005_LOD2.visible = false 644 | $Chunk_3005_LOD3.visible = true 645 | 646 | else: 647 | $Chunk_3005_LOD0.visible = true 648 | $Chunk_3005_LOD1.visible = false 649 | $Chunk_3005_LOD2.visible = false 650 | $Chunk_3005_LOD3.visible = false 651 | 652 | func chunk_4001(): 653 | 654 | Distance_Chunk_4001 = $Chunk_4001_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 655 | 656 | if Distance_Chunk_4001 > Dist_01 and Distance_Chunk_4001 < Dist_02 and Distance_Chunk_4001 < Dist_03: 657 | $Chunk_4001_LOD0.visible = false 658 | $Chunk_4001_LOD1.visible = true 659 | $Chunk_4001_LOD2.visible = false 660 | $Chunk_4001_LOD3.visible = false 661 | 662 | elif Distance_Chunk_4001 > Dist_02: 663 | $Chunk_4001_LOD0.visible = false 664 | $Chunk_4001_LOD1.visible = false 665 | $Chunk_4001_LOD2.visible = true 666 | $Chunk_4001_LOD3.visible = false 667 | 668 | elif Distance_Chunk_4001 > Dist_03: 669 | $Chunk_4001_LOD0.visible = false 670 | $Chunk_4001_LOD1.visible = false 671 | $Chunk_4001_LOD2.visible = false 672 | $Chunk_4001_LOD3.visible = true 673 | 674 | else: 675 | $Chunk_4001_LOD0.visible = true 676 | $Chunk_4001_LOD1.visible = false 677 | $Chunk_4001_LOD2.visible = false 678 | $Chunk_4001_LOD3.visible = false 679 | 680 | func chunk_4002(): 681 | 682 | Distance_Chunk_4002 = $Chunk_4002_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 683 | 684 | if Distance_Chunk_4002 > Dist_01 and Distance_Chunk_4002 < Dist_02 and Distance_Chunk_4002 < Dist_03: 685 | $Chunk_4002_LOD0.visible = false 686 | $Chunk_4002_LOD1.visible = true 687 | $Chunk_4002_LOD2.visible = false 688 | $Chunk_4002_LOD3.visible = false 689 | 690 | elif Distance_Chunk_4002 > Dist_02: 691 | $Chunk_4002_LOD0.visible = false 692 | $Chunk_4002_LOD1.visible = false 693 | $Chunk_4002_LOD2.visible = true 694 | $Chunk_4002_LOD3.visible = false 695 | 696 | elif Distance_Chunk_4002 > Dist_03: 697 | $Chunk_4002_LOD0.visible = false 698 | $Chunk_4002_LOD1.visible = false 699 | $Chunk_4002_LOD2.visible = false 700 | $Chunk_4002_LOD3.visible = true 701 | 702 | else: 703 | $Chunk_4002_LOD0.visible = true 704 | $Chunk_4002_LOD1.visible = false 705 | $Chunk_4002_LOD2.visible = false 706 | $Chunk_4002_LOD3.visible = false 707 | 708 | 709 | func chunk_4003(): 710 | 711 | Distance_Chunk_4003 = $Chunk_4003_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 712 | 713 | if Distance_Chunk_4003 > Dist_01 and Distance_Chunk_4003 < Dist_02 and Distance_Chunk_4003 < Dist_03: 714 | $Chunk_4003_LOD0.visible = false 715 | $Chunk_4003_LOD1.visible = true 716 | $Chunk_4003_LOD2.visible = false 717 | $Chunk_4003_LOD3.visible = false 718 | 719 | elif Distance_Chunk_4003 > Dist_02: 720 | $Chunk_4003_LOD0.visible = false 721 | $Chunk_4003_LOD1.visible = false 722 | $Chunk_4003_LOD2.visible = true 723 | $Chunk_4003_LOD3.visible = false 724 | 725 | elif Distance_Chunk_4003 > Dist_03: 726 | $Chunk_4003_LOD0.visible = false 727 | $Chunk_4003_LOD1.visible = false 728 | $Chunk_4003_LOD2.visible = false 729 | $Chunk_4003_LOD3.visible = true 730 | 731 | else: 732 | $Chunk_4003_LOD0.visible = true 733 | $Chunk_4003_LOD1.visible = false 734 | $Chunk_4003_LOD2.visible = false 735 | $Chunk_4003_LOD3.visible = false 736 | 737 | func chunk_4004(): 738 | 739 | Distance_Chunk_4004 = $Chunk_4004_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 740 | 741 | if Distance_Chunk_4004 > Dist_01 and Distance_Chunk_4004 < Dist_02 and Distance_Chunk_4004 < Dist_03: 742 | $Chunk_4004_LOD0.visible = false 743 | $Chunk_4004_LOD1.visible = true 744 | $Chunk_4004_LOD2.visible = false 745 | $Chunk_4004_LOD3.visible = false 746 | 747 | elif Distance_Chunk_4004 > Dist_02: 748 | $Chunk_4004_LOD0.visible = false 749 | $Chunk_4004_LOD1.visible = false 750 | $Chunk_4004_LOD2.visible = true 751 | $Chunk_4004_LOD3.visible = false 752 | 753 | elif Distance_Chunk_4004 > Dist_03: 754 | $Chunk_4004_LOD0.visible = false 755 | $Chunk_4004_LOD1.visible = false 756 | $Chunk_4004_LOD2.visible = false 757 | $Chunk_4004_LOD3.visible = true 758 | 759 | else: 760 | $Chunk_4004_LOD0.visible = true 761 | $Chunk_4004_LOD1.visible = false 762 | $Chunk_4004_LOD2.visible = false 763 | $Chunk_4004_LOD3.visible = false 764 | 765 | func chunk_4005(): 766 | 767 | Distance_Chunk_4005 = $Chunk_4005_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 768 | 769 | if Distance_Chunk_4005 > Dist_01 and Distance_Chunk_4005 < Dist_02 and Distance_Chunk_4005 < Dist_03: 770 | $Chunk_4005_LOD0.visible = false 771 | $Chunk_4005_LOD1.visible = true 772 | $Chunk_4005_LOD2.visible = false 773 | $Chunk_4005_LOD3.visible = false 774 | 775 | elif Distance_Chunk_4005 > Dist_02: 776 | $Chunk_4005_LOD0.visible = false 777 | $Chunk_4005_LOD1.visible = false 778 | $Chunk_4005_LOD2.visible = true 779 | $Chunk_4005_LOD3.visible = false 780 | 781 | elif Distance_Chunk_4005 > Dist_03: 782 | $Chunk_4005_LOD0.visible = false 783 | $Chunk_4005_LOD1.visible = false 784 | $Chunk_4005_LOD2.visible = false 785 | $Chunk_4005_LOD3.visible = true 786 | 787 | else: 788 | $Chunk_4005_LOD0.visible = true 789 | $Chunk_4005_LOD1.visible = false 790 | $Chunk_4005_LOD2.visible = false 791 | $Chunk_4005_LOD3.visible = false 792 | 793 | func chunk_5001(): 794 | 795 | Distance_Chunk_5001 = $Chunk_5001_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 796 | 797 | if Distance_Chunk_5001 > Dist_01 and Distance_Chunk_5001 < Dist_02 and Distance_Chunk_5001 < Dist_03: 798 | $Chunk_5001_LOD0.visible = false 799 | $Chunk_5001_LOD1.visible = true 800 | $Chunk_5001_LOD2.visible = false 801 | $Chunk_5001_LOD3.visible = false 802 | 803 | elif Distance_Chunk_5001 > Dist_02: 804 | $Chunk_5001_LOD0.visible = false 805 | $Chunk_5001_LOD1.visible = false 806 | $Chunk_5001_LOD2.visible = true 807 | $Chunk_5001_LOD3.visible = false 808 | 809 | elif Distance_Chunk_5001 > Dist_03: 810 | $Chunk_5001_LOD0.visible = false 811 | $Chunk_5001_LOD1.visible = false 812 | $Chunk_5001_LOD2.visible = false 813 | $Chunk_5001_LOD3.visible = true 814 | 815 | else: 816 | $Chunk_5001_LOD0.visible = true 817 | $Chunk_5001_LOD1.visible = false 818 | $Chunk_5001_LOD2.visible = false 819 | $Chunk_5001_LOD3.visible = false 820 | 821 | func chunk_5002(): 822 | 823 | Distance_Chunk_5002 = $Chunk_5002_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 824 | 825 | if Distance_Chunk_5002 > Dist_01 and Distance_Chunk_5002 < Dist_02 and Distance_Chunk_5002 < Dist_03: 826 | $Chunk_5002_LOD0.visible = false 827 | $Chunk_5002_LOD1.visible = true 828 | $Chunk_5002_LOD2.visible = false 829 | $Chunk_5002_LOD3.visible = false 830 | 831 | elif Distance_Chunk_5002 > Dist_02: 832 | $Chunk_5002_LOD0.visible = false 833 | $Chunk_5002_LOD1.visible = false 834 | $Chunk_5002_LOD2.visible = true 835 | $Chunk_5002_LOD3.visible = false 836 | 837 | elif Distance_Chunk_5002 > Dist_03: 838 | $Chunk_5002_LOD0.visible = false 839 | $Chunk_5002_LOD1.visible = false 840 | $Chunk_5002_LOD2.visible = false 841 | $Chunk_5002_LOD3.visible = true 842 | 843 | else: 844 | $Chunk_5002_LOD0.visible = true 845 | $Chunk_5002_LOD1.visible = false 846 | $Chunk_5002_LOD2.visible = false 847 | $Chunk_5002_LOD3.visible = false 848 | 849 | func chunk_5003(): 850 | 851 | Distance_Chunk_5003 = $Chunk_5003_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 852 | 853 | if Distance_Chunk_5003 > Dist_01 and Distance_Chunk_5003 < Dist_02 and Distance_Chunk_5003 < Dist_03: 854 | $Chunk_5003_LOD0.visible = false 855 | $Chunk_5003_LOD1.visible = true 856 | $Chunk_5003_LOD2.visible = false 857 | $Chunk_5003_LOD3.visible = false 858 | 859 | elif Distance_Chunk_5003 > Dist_02: 860 | $Chunk_5003_LOD0.visible = false 861 | $Chunk_5003_LOD1.visible = false 862 | $Chunk_5003_LOD2.visible = true 863 | $Chunk_5003_LOD3.visible = false 864 | 865 | elif Distance_Chunk_5003 > Dist_03: 866 | $Chunk_5003_LOD0.visible = false 867 | $Chunk_5003_LOD1.visible = false 868 | $Chunk_5003_LOD2.visible = false 869 | $Chunk_5003_LOD3.visible = true 870 | 871 | else: 872 | $Chunk_5003_LOD0.visible = true 873 | $Chunk_5003_LOD1.visible = false 874 | $Chunk_5003_LOD2.visible = false 875 | $Chunk_5003_LOD3.visible = false 876 | 877 | func chunk_5004(): 878 | 879 | Distance_Chunk_5004 = $Chunk_5004_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 880 | 881 | if Distance_Chunk_5004 > Dist_01 and Distance_Chunk_5004 < Dist_02 and Distance_Chunk_5004 < Dist_03: 882 | $Chunk_5004_LOD0.visible = false 883 | $Chunk_5004_LOD1.visible = true 884 | $Chunk_5004_LOD2.visible = false 885 | $Chunk_5004_LOD3.visible = false 886 | 887 | elif Distance_Chunk_5004 > Dist_02: 888 | $Chunk_5004_LOD0.visible = false 889 | $Chunk_5004_LOD1.visible = false 890 | $Chunk_5004_LOD2.visible = true 891 | $Chunk_5004_LOD3.visible = false 892 | 893 | elif Distance_Chunk_5004 > Dist_03: 894 | $Chunk_5004_LOD0.visible = false 895 | $Chunk_5004_LOD1.visible = false 896 | $Chunk_5004_LOD2.visible = false 897 | $Chunk_5004_LOD3.visible = true 898 | 899 | else: 900 | $Chunk_5004_LOD0.visible = true 901 | $Chunk_5004_LOD1.visible = false 902 | $Chunk_5004_LOD2.visible = false 903 | $Chunk_5004_LOD3.visible = false 904 | 905 | func chunk_5005(): 906 | 907 | Distance_Chunk_5005 = $Chunk_5005_LOD0.global_transform.origin.distance_to( get_tree().get_root().get_node("World/Player").get_global_transform().origin ) 908 | 909 | if Distance_Chunk_5005 > Dist_01 and Distance_Chunk_5005 < Dist_02 and Distance_Chunk_5005 < Dist_03: 910 | $Chunk_5005_LOD0.visible = false 911 | $Chunk_5005_LOD1.visible = true 912 | $Chunk_5005_LOD2.visible = false 913 | $Chunk_5005_LOD3.visible = false 914 | 915 | elif Distance_Chunk_5005 > Dist_02: 916 | $Chunk_5005_LOD0.visible = false 917 | $Chunk_5005_LOD1.visible = false 918 | $Chunk_5005_LOD2.visible = true 919 | $Chunk_5005_LOD3.visible = false 920 | 921 | elif Distance_Chunk_5005 > Dist_03: 922 | $Chunk_5005_LOD0.visible = false 923 | $Chunk_5005_LOD1.visible = false 924 | $Chunk_5005_LOD2.visible = false 925 | $Chunk_5005_LOD3.visible = true 926 | 927 | else: 928 | $Chunk_5005_LOD0.visible = true 929 | $Chunk_5005_LOD1.visible = false 930 | $Chunk_5005_LOD2.visible = false 931 | $Chunk_5005_LOD3.visible = false --------------------------------------------------------------------------------