Rescale island to match player/prop scale, spawn in an outer region
Island geometry (table/girdle/crown/pavilion radii, border spacing) scaled down ~5x. The player capsule, camera distance and mountain/ forest scale factors were already correctly tuned to the small world scale established elsewhere in main.tscn; the island itself was the outlier (girdle radius 260 vs. a ~0.5-tall player), making border props and the player look like specks. Shrinking the island was the smaller change versus rescaling every already-tuned system. Player now spawns partway out on one outer facet (region) instead of on the center table, so a walk toward the middle is an actual journey around/through the outer regions rather than starting there. Verified headless with a physics simulation on the new sloped spawn point: player settles and stays on_floor=true, no fall-through.
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@ -177,7 +177,7 @@ environment = SubResource("Environment_h2yge")
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script = ExtResource("1_terrain")
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[node name="Player" type="CharacterBody3D" parent="." unique_id=1504574304 groups=["player"]]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 28.1458, -2.5, 16.25)
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script = ExtResource("1_0xm2m")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Player" unique_id=1483851051]
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14
terrain.gd
14
terrain.gd
@ -6,14 +6,16 @@ extends Node3D
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# Pavillon (rein optisch): steile 6-seitige Pyramide unter der Rundiste
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# ═══════════════════════════════════════════════════════════════
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@export var table_radius : float = 80.0 # flaches Sechseck in der Mitte
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@export var girdle_radius : float = 260.0 # äußerer Sechseck-Rand (Rundiste)
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@export var crown_drop : float = 30.0 # Höhenabfall Tisch -> Rundiste
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@export var pavilion_depth : float = 190.0 # Höhenabfall Rundiste -> Spitze
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@export var table_radius : float = 15.0 # flaches Sechseck in der Mitte
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@export var girdle_radius : float = 50.0 # äußerer Sechseck-Rand (Rundiste)
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@export var crown_drop : float = 6.0 # Höhenabfall Tisch -> Rundiste
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@export var pavilion_depth : float = 35.0 # Höhenabfall Rundiste -> Spitze
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@export var angle_offset_deg: float = 0.0
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@export var border_spacing : float = 18.0 # Abstand zwischen Grenz-Props entlang eines Grats
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@export var border_jitter : float = 3.0 # zufälliger seitlicher Versatz
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# Insel-Maße richten sich nach der Spieler-/Prop-Größe (Capsule ~0.16-0.5,
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# Berg/Wald-Modelle bei 0.1-0.2 Skalierung ~2 Einheiten hoch) — nicht umgekehrt.
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@export var border_spacing : float = 3.5 # Abstand zwischen Grenz-Props entlang eines Grats
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@export var border_jitter : float = 0.6 # zufälliger seitlicher Versatz
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const COLOR_TABLE := Color(0.75, 0.74, 0.70)
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const COLOR_FACET_A := Color(0.55, 0.55, 0.48)
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