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Using Terrain3D in Godot 4 - Part 2
In part 2, I cover the more advanced features of Terrain3D including holes, navigation, texture painting and so much more. Terrain3D is our high performance, editable terrain system for Godot 4, written in C++.
Contents
00:00 - Introduction
00:22 - Common Problems
02:01 - Texturing
03:05 - Autoshader
05:45 - Blending Manual Painting & Autoshader
07:43 - Material Settings
08:27 - World Background
08:57 - Texture Filtering
09:24 - Auto shader settings
09:51 - Dual scaling
10:29 - Height Blending
10:47 - Macro Variation
12:10 - Debug Views
15:25 - Holes
16:35 - Occlusion Culling
17:02 - Navigation
18:00 - Fix Flickering
18:44 - Cull margin
19:03 - Collision
19:32 - Procedural Generation
20:08 - Object Placement
21:18 - Mobile & Web Support
21:53 - Contributing
22:15 - Future Plans & Updates
Watch part 1:
ua-cam.com/video/oV8c9alXVwU/v-deo.html
Download the plugin:
github.com/TokisanGames/Terrain3D
Join my discord server to chat about Terrain3D or our game, Out of the Ashes:
tokisan.com/discord
See pics and details of Out of the Ashes here:
tokisan.com/out-of-the-ashes/
Follow me:
Email List: tokisan.com
Twitter: TokisanGames
Facebook: TokisanGames
#godotengine #godot #gamedev
Переглядів: 17 754

Відео

Using Terrain3D in Godot 4 - Part 1
Переглядів 34 тис.6 місяців тому
Terrain3D is our high performance, editable terrain system for Godot 4, written in C . Today the beta version is released. Contents 00:00 - Introduction 00:39 - Downloading Terrain3D 01:11 - Running the Demo 01:59 - Installing in Your Project 02:21 - Making a New Scene 03:44 - Building from Source 03:59 - Getting Help 04:33 - Preparing Texture Files 08:04 - Pre-baking Ambient Occlusion 08:45 - ...
Terrain3D for Godot 4 - C++ Editable Terrain System
Переглядів 21 тис.11 місяців тому
Terrain3D for Godot4 - C Editable Terrain System We are releasing Terrain3D, an editable terrain system for Godot 4, written in C . Download the repository here: github.com/TokisanGames/Terrain3D Join my discord server to chat about Terrain3D or our game, Out of the Ashes: tokisan.com/discord See pics and details of Out of the Ashes here: tokisan.com/out-of-the-ashes/ Follow me: Email List: tok...
Out of the Ashes - Godot 3D ARPG Work in Progress
Переглядів 10 тис.2 роки тому
We're building a 3D ARPG in Godot called 'Out of the Ashes'. This short trailer is our submission for the 2021 Godot Showcase reel. Please join our discord so you can follow our progress. We have a curated devlog that many of you will find interesting. Discord invite: tokisan.com/discord Project home page: tokisan.com/out-of-the-ashes/ We have 8 people on the team right now and have room for a ...
Testing Character Animation in Godot Engine. 3D Indie Game Devlog
Переглядів 4 тис.3 роки тому
This is a devlog for a 3D game my team and I are working on called Out Of The Ashes. It is a small ARPG game, though one of the largest games in development for Godot Engine. This footage was recorded in-game. Join our discord for updates: tokisan.com/discord Also follow @TokisanGames on Twitter and see our website for more details and pics: tokisan.com/out-of-the-ashes/ Sculpt by @agustinalusk...
Open World Environment Lighting In Godot 3 Tutorial
Переглядів 62 тис.4 роки тому
Learn to set up 3D lighting in Godot for open world games. The World Environment node has a lot of lighting settings, most of which we don't need to get good 3D lighting. You'll learn how to create a decent lighting setup in Godot, whether you want to light your scene with a Procedural Sky, light with an HDRI image, or if you are using a shader for a sky. Would you like Godot to have better def...
How To Make A 3D Voxel Terrain In Godot Engine 3.1-3.2 Tutorial
Переглядів 42 тис.4 роки тому
This video discusses Zylann's Voxel Tools for Godot which allows you to create an infinite, real-time user-editable, voxel-based terrain in the Godot Engine 3.1 and higher. Voxels can be either blocky or smooth. Voxel Tools is a C module that must be compiled into the Godot Source code. Fortunately, you no longer need to build it yourself. Get the pre-built binaries, documentation, and demos he...
Voxels In Space - Godot Engine Smooth Voxel Terrain Generation
Переглядів 17 тис.4 роки тому
This is the third of three videos showcasing Voxels in Godot. This time we look at smooth voxels using a 3D noise algorithm with different shaders for interesting effects. To play with my demo or to use voxels in your own projects, you need to build Godot from source with the Voxel Tools module built-in. There are many steps, but it’s not too difficult and doesn’t require any coding. Just follo...
Man Attacks Poor, Helpless, Giant Octopus
Переглядів 1,1 тис.4 роки тому
Snippets of my favorite games showcased at the 2019 Busan Indie Game festival in South Korea. These are the games shown in this video: * Riffle Effect (Free) * Feather * Code S-44 (Free) * Beholder 2 * Carrion For links, full trailers, and free games, see the post on my website: tokisan.com/upcoming-indie-games-korea-2019/ Follow me for updates: Email List: tokisan.com Facebook: To...
Smooth Voxel Terrain Generation In Godot
Переглядів 22 тис.4 роки тому
This is the second of three videos showcasing Voxels in Godot. This time we look at smooth voxels. To play with my demo or to use voxels in your own projects, you need to build Godot from source with the Voxel Tools module built-in. There are many steps, but it’s not too difficult and doesn’t require any coding. Just follow my instruction guide here: github.com/Zylann/godot_voxel/blob/master/do...
Minecraft Like Voxel Game Demo In Godot (FPS And 3rd Person)
Переглядів 11 тис.4 роки тому
Here's the first of three videos showcasing Voxels in Godot. This shows a Minecraft like voxel world in Godot through a game demo that uses both FPS and 3rd person cameras. To play with my demo or to use voxels in your own projects, you need to build Godot from source with the Voxel Tools module built-in. There are many steps, but it’s not too difficult and doesn’t require any coding. Just foll...
Procedural Art With Godot - Julia Set Fractal Animation
Переглядів 4,6 тис.4 роки тому
Godot Fractal Art is a simple program that generates cool procedural art by graphing the Mandelbrot and Julia fractal sets using GPU shaders and the Godot Game Engine 3.1. You can play with the program in your browser, or download it for Windows, Mac, or Linux here: tokisan.itch.io/godot-fractal-art You can get the Godot source project here, released under the MIT license: github.com/TokisanGam...

КОМЕНТАРІ

  • @JohnStonexDj
    @JohnStonexDj 9 годин тому

    If I enable Shadows in my Directional Light, the Shadows on my terrain are flickering with white spots. If I enable volumetric fog in my world enviroment the flickering is gone ... if I enable the normal fog it is flickering.

  • @vRV379
    @vRV379 19 годин тому

    How can ma make perfact size of terrin? If i want to 1 km or 500-600 meter long?

    • @TokisanGames
      @TokisanGames 15 годин тому

      I don't understand the question. If you want to make it not-infinite, change the Material / WorldBackground to None. Look at Tips in the docs to make it smaller.

    • @vRV379
      @vRV379 10 годин тому

      Hterrin work without genrate heavy mesh in project?

    • @TokisanGames
      @TokisanGames 9 годин тому

      @@vRV379 I'm sorry, I still don't understand. HTerrain is a different plugin written in gdscript. Our mesh is lighter but our shader is probably heavier.

    • @vRV379
      @vRV379 9 годин тому

      @@TokisanGames i am trying to say can i use your terring in directly on my game?(without genrating any heby mesh(Terrin 》Generate mesh(heavy) )

    • @vRV379
      @vRV379 8 годин тому

      @@TokisanGames i have one more dout when i trying to add Texture in Godot 4 it was shoing Wariing The working is:- core/io/image.cpp:2496 - Loaded resource as image file, this will not work on export: 'res://matirials/terrin/sand/DefaultMaterial_BaseColor.png'. Instead, import the image file as an Image resource and load it normally as a resource Plase slove it or make Full tutorial For make terring and How to use all options.

  • @TheJoluk
    @TheJoluk День тому

    Using the exact same textures used in the video and the demo I noticed differences especially in the grass. The original grass for example is way more reflectiv. Comparing the pngs from the demo vs. those created by the automatic packer and even those packed by me manually using gimp there are noticable differences. Is there something you did with the textures when packing that is different in the video (or in the demo) to make them look better? I'm am fairly new to the world of textures not sure what are best practices, for example when the grass is somehow too shiny.

    • @TokisanGames
      @TokisanGames День тому

      In Material/Debug Views, enable Texture Rough. It should be mostly white. The default roughness texture is middle grey, which is too glossy for ground cover. Best practice with textures is to experiment, learn, and think about the textures so you can develop experience and understanding. Dirt or ground cover should not be shiny unless it's wet. Adjust your textures however you like before packing them.

    • @TheJoluk
      @TheJoluk День тому

      ​@@TokisanGames Thanks for the quick answer! I tried replicating the changes you made in gimp but without success. Now that I know for sure that you adjusted the textures, I am way more confident in playing around. I didn't expect at first that a material ready for download had to be adjusted to not be that shiny. Congrats on the new release btw! The detiling works great compared to the UV rotations, and the mesh instancing looks promising, especially with the future plans mentioned in the docs!

  • @ThePC007
    @ThePC007 7 днів тому

    Can you tell me a little about what kind of black magic you used to get this running so smoothly? I’ve been trying to render voxel meshes myself, and the rendering performance was abysmal. I played a round with voxel_godot and noticed that it uses neither greedy meshing nor occlusion culling (by default) and yet it still renders very quickly, despite pushing hundreds of thousands of primitives onto the screen… How?

    • @TokisanGames
      @TokisanGames 4 дні тому

      You'll have to look through the code to understand how, or chat with Zylann. I haven't worked with him on voxels for a number of years. I'm working on Terrain3D and Out of the Ashes.

  • @lcdcstudios
    @lcdcstudios 8 днів тому

    please dont remove uv rotation, its so useful for clearly tiled textures

    • @TokisanGames
      @TokisanGames 4 дні тому

      The original several implementations were garbage. In 0.9.2 it finally detiles properly and has been renamed.

  • @GeneralGuitFiddle
    @GeneralGuitFiddle 14 днів тому

    Very helpful, thank you

  • @MegaSuperDigital
    @MegaSuperDigital 20 днів тому

    This was very helpful, thank you

  • @novac1
    @novac1 24 дні тому

    this is a masterpiece

  • @sanyi9667
    @sanyi9667 Місяць тому

    anyone knows how to use icterus's simple grass addon with this? I try but it simply wont draw any grass. I dont even know why this happens

    • @TokisanGames
      @TokisanGames Місяць тому

      Enable debug collision. Our foliage instancer will be out in a few weeks.

  • @sashax2845
    @sashax2845 Місяць тому

    why ist still just pain in 2024

  • @scorpi0uk
    @scorpi0uk Місяць тому

    From a fresh project, how do I get the materials to blend depending on height as per your demo?

    • @TokisanGames
      @TokisanGames Місяць тому

      Materials blend using the height texture if height blending is enabled (default) and you've put height textures into the files, and you're blending with the spray brush using a moderate value. If you're referring to blend based on Y-axis value, they don't. They blend based upon slope using the autoslope setting, which also has a height reduction to reduce by Y axis.

  • @kobeguy
    @kobeguy Місяць тому

    Been loving Terrain3D! Do you know if you have plans for road/path support? Similar to EasyRoads3D in Unity

    • @TokisanGames
      @TokisanGames Місяць тому

      No, there's already a road plugin for Godot. Won't take much work for it to snap to the ground if it's not already native. We already have a slope tool for sculpting flat, angled ground and paths.

    • @kobeguy
      @kobeguy Місяць тому

      @@TokisanGames Gotcha thanks! I'll have to look into the snap to ground feature for making roads/paths as it would make it a lot easier.

  • @VishnuViswanathan-sk2cc
    @VishnuViswanathan-sk2cc Місяць тому

    Thank you bro it is a amazing plugin.

  • @GustjcDev
    @GustjcDev Місяць тому

    Great plugin. Very well done. In case anyone prefers, you can also use tools to automatically channel pack your textures. You can make a quick batch script to automate channel packing the textures. I'm using the portable version of ImageMagick. Here's the command to pack for reference: "magick normal.jpg rough.jpg \ -alpha off -compose CopyOpacity -composite result.png"

    • @TokisanGames
      @TokisanGames Місяць тому

      Thanks. There's also a built-in tool in the Terrain3D Tools menu now.

    • @GustjcDev
      @GustjcDev Місяць тому

      Oh, I didn't know that. Thanks for the info.

  • @philicious7806
    @philicious7806 2 місяці тому

    Thank you so much for that tool. The terrain truly looks amazing, especially with the macro variations enabled! <3

  • @anapa_raion
    @anapa_raion 2 місяці тому

    don't work in godot 4.3 dev6

    • @TokisanGames
      @TokisanGames 2 місяці тому

      Core devs often break the engine during development. 4.3 is not supported until it is stable. Development branches are only for advanced devs capable of self support. This is likely due to clayjohn inverting the depth texture.

  • @tiagofeitosa9815
    @tiagofeitosa9815 2 місяці тому

    is there a way to use the sculpting tools in-game for a map editor? I found the class Terrain3DEditor but there was no documentation for it. I tried the function void start_operation(position: Vector3) but that didn't seem to work.

    • @TokisanGames
      @TokisanGames 2 місяці тому

      The whole Godot editor is a Godot game. Our editor.gd is a script running 'in game" that you can look at. All of our classes are documented in the online docs. Built in documentation is not possible with GDExtension at the moment.

  • @iyadahmed3773
    @iyadahmed3773 2 місяці тому

    can we paint trees?

    • @TokisanGames
      @TokisanGames 2 місяці тому

      A foliage instancer is currently in development. The docs/project status offer 3rd party tools in the meantime.

  • @JohnStonexDj
    @JohnStonexDj 2 місяці тому

    Can I paint a Street Texture with a Path 3d in Terrain 3d? ( so the street is 100% accurate)

    • @TokisanGames
      @TokisanGames 2 місяці тому

      Sure, or use the Godot Road Generator, but neither have anything to do with Terrain3D. Enable our editor collision so whatever other utility can snap to the ground.

    • @JohnStonexDj
      @JohnStonexDj 2 місяці тому

      ​@@TokisanGames the "Snap funktion" only works with the CSG Polygon and not with the path 3D :(

    • @JohnStonexDj
      @JohnStonexDj 2 місяці тому

      @@TokisanGames wish I had the same raycast funktion like Beau Seymour in his Godots Roads Video by 5min

    • @TokisanGames
      @TokisanGames 2 місяці тому

      @@JohnStonexDj If you want to use Path3D you of course need additional code. I assumed you knew it's just a barebones math class. It doesn't generate meshes. You'd need to generate your own mesh, and provide snapping functionality. Eg Waterways does this, uses Curve3D, generates meshes, snaps to ground colliders. If you want a no code option, use CSG or the plugin I mentioned. Regardless these are independent of Terrain3D. They'll just query the terrain via code, the same as any mesh, though we provide more options in our Integrating with Terrain3D documentation.

    • @JohnStonexDj
      @JohnStonexDj 2 місяці тому

      @@TokisanGames Thanks for answer so quickly.Yes I know that path 3d dont generate a mashes. I built a CSG around my path 3d so I have my street network template for painting it on the terrain. I`m a coding newbie but I saw Terrain 3D brings extra library for raycast stuff. Will read the documentation about it one day. The KI told me when I want to use the Terrain 3D library I have to write "Import Terrain3D" but Godot marks this red because Terrain3D and my path3d are not in the same folder ... I dont get it <- I`m a big newbie

  • @learninglearning2
    @learninglearning2 2 місяці тому

    Amazing work man!! Thanks for doing this and helping the open source community!

  • @PastaMaster115
    @PastaMaster115 2 місяці тому

    I have never been more overwhelmed than trying to understand this texture packing process. Why aren't there libraries of texture packs ready to go? Also I really don't want to have to download GIMP. I haven't used GIMP since I learned Photoshop.

    • @TokisanGames
      @TokisanGames 2 місяці тому

      Frankly it's such a common gamedev practice across all engines that it behooves you to learn it. Every 3D model or asset pack you've bought or downloaded has come with channel packed textures. Photoshop doesn't handle alpha channels well, but there's a built-in tool for packing in the Terrain3D Tools menu. Texture packs come as individual files so you the gamedev can pack them how you want for the material you are creating. Our selection of maps and packing is different than might be used in another environment. It's not the texture creator's job to guess how you want your textures packed or pack them 5 different ways to cover every possibility. It's a reasonable expectation that the gamedev will spend 2 minutes and pack them as they need.

    • @PastaMaster115
      @PastaMaster115 2 місяці тому

      @@TokisanGames I'll just have to do it a few times to get used to it. I'm just glad there are tutorials like yours that put it in plain English for people like me. Thanks so much.

    • @TokisanGames
      @TokisanGames 2 місяці тому

      @@PastaMaster115 Use the built in tool in the menu, now that its available.

  • @ChichiKugel
    @ChichiKugel 2 місяці тому

    Can you help me? When inserting the textures I get error messages: "Texture ID 2 albedo format: 19 doesn't match first texture: 22"

    • @TokisanGames
      @TokisanGames 2 місяці тому

      It tells you the exact problem. All textures must be the exact same format per the docs. Your albedo texture format of the third set (ID 2) doesn't match the first (ID 0). You can lookup formats 19 and 22 in the Godot Image docs. We can help more effectively on discord.

    • @vranigavrani
      @vranigavrani 2 місяці тому

      @@TokisanGames I have the same problem as him but i used exactly the same settings that you have shown here, tried with both png and dds it gives same result. When i try to use it in new project it works without problem.

    • @TokisanGames
      @TokisanGames 2 місяці тому

      @@vranigavrani Then you have the same cause for the problem. You've added a new texture that doesn't match the existing format. If you are adding textures to the demo, they are currently using BPTC, not DXT5. You can see that in the inspector, and the Import settings. Check HQ on the import panel. Read the docs and come to discord for help.

    • @vranigavrani
      @vranigavrani 2 місяці тому

      @@TokisanGames I misunderstood at the first i tho my texture is the problem but after some time i figured it must be Godot import settings. Thanks man, after some tweaking in import settings i got it to match existing textures and it worked. Great tool, going to try build something out of it and see how it goes.

  • @jeremisaarinen8569
    @jeremisaarinen8569 2 місяці тому

    Impressive addon but also great work on the documentation and video tutorials, it's really professional! I'm especially happy that the latest version added vertex spacing for low poly worlds. Do you recommend low poly worlds use low resolution textures or decreased UV scale (or both)? Part 2 mentions using one or the other, but I have no idea what are the advantages or performance differences.

    • @TokisanGames
      @TokisanGames 2 місяці тому

      Probably both, but I'm not targeting low poly worlds so am not an authority on the subject. I'd say try them both out and let actual experience guide you.

  • @spideyempire4110
    @spideyempire4110 2 місяці тому

    Bro what is this out of the ashes

    • @TokisanGames
      @TokisanGames 2 місяці тому

      Out of the Ashes is an adventure game we are developing. Look at the channel for a development trailer from a few years ago.

  • @SovereignVis
    @SovereignVis 2 місяці тому

    When I try to add in Terrain3D to my own project it doesn't show the textures tab at the bottom where you can add in new textures.

    • @TokisanGames
      @TokisanGames 2 місяці тому

      Enable the plugin in project settings. Listed in the Installation instructions.

    • @SovereignVis
      @SovereignVis 2 місяці тому

      @@TokisanGames Yeah, I started a new project, and it is showing up now, but its not letting me paint any texture onto the white terrain.

    • @TokisanGames
      @TokisanGames 2 місяці тому

      @@SovereignVis Come in to the discord server for help. And look in your console for error messages.

  • @TokisanGames
    @TokisanGames 2 місяці тому

    Sometimes you need to enable the plugin after install. Project Settings -> Plugins -> Terrain3D.

  • @GrimeTimeGamer
    @GrimeTimeGamer 3 місяці тому

    why do we have to do soo much just to get a texture into this game engine? what are the other options? I'm coming from unreal engine 5 and this is total BS godot....

    • @TokisanGames
      @TokisanGames 3 місяці тому

      It wasn't Godot's choice, it was mine. In UE, you spend time wiring up texture channels to create your material. Here you spend that time directly packing the files. Every game engine uses channel packed textures, and every gamedev needs to learn how to do it, for far more than terrain. We've had a built in channel packer for months so you don't even need to use Gimp. If you can't be bothered to spend the 2 minutes and are going to be rude, use one of the other inferior terrain systems, write your own, or use UE5; it's a great engine.

    • @GrimeTimeGamer
      @GrimeTimeGamer 3 місяці тому

      ​@@TokisanGames Im happily using heigh terrain with zero issues and drop in textures. lol sorry if i came off grumpy.

  • @ervr4
    @ervr4 3 місяці тому

    is it possible for this to work with compatibility renderer? I am working on a platform that can't run on mobile or forward+ without stuttering and materials flickering in and out of existence.

  • @ervr4
    @ervr4 3 місяці тому

    is there any way to make this work with compatibility renderer?

    • @TokisanGames
      @TokisanGames 3 місяці тому

      The documentation has a section for mobile/web. Opengles support in gd4 is lacking features. We can't support it until Godot builds out opengles.

    • @ervr4
      @ervr4 3 місяці тому

      @TokisanGames oh okay, thank you for your response! Also, sorry for asking on two videos 😂 I must have gotten confused

  • @marc.lepage
    @marc.lepage 3 місяці тому

    Very well explained!

  • @e.maleki9927
    @e.maleki9927 3 місяці тому

    Hey there! Thanks for the amazing plugin! Can you please explain how to use the new channel packer tool? I couldn't find a description of how to use it in tbe docs

    • @TokisanGames
      @TokisanGames 3 місяці тому

      First understand what you need by reading the texture doc and this video. Albedo+Height, Normal+Rough. Then this tool should be self explanatory. Add albedo and height textures to be combined, and normal and rough. Come to discord for help.

  • @wukerplank
    @wukerplank 3 місяці тому

    Such a good tool! I work on a small RTS prototype and integrating this was pretty straight forward.

  • @ledsvik
    @ledsvik 3 місяці тому

    Great job! Btw is there a way to set the max fps while editing? I noticed you have over 1100fps at times which seems a bit unnecessary. Thanks for a great video!

    • @TokisanGames
      @TokisanGames 3 місяці тому

      Settable in Godot, or in your GPU driver, nothing to do with Terrain3D. Read comments on godot proposal 8607. You're not seeing actual FPS. Also look at a monitor like taskmanager to see how much GPU is actually utilized.

  • @LittleStupidGodoter
    @LittleStupidGodoter 3 місяці тому

    BRAVO!!!

  • @NicCrimson
    @NicCrimson 3 місяці тому

    How would you use the Metalness map?

    • @TokisanGames
      @TokisanGames 3 місяці тому

      I wouldn't for terrain. It's a waste of vram. But you can look at tips in the documentation.

  • @jimmio3727
    @jimmio3727 3 місяці тому

    Can you maybe explain why there's the 16k limit? I'll bet it's max texture size of 16384x16384 that is the limit, but I don't see why height data couldn't be passed as float array instead (now that GD4 supports it)..

    • @TokisanGames
      @TokisanGames 3 місяці тому

      That's what is currently implemented. You can access more right now with vertex spacing. We're using texture arrays, which support up to 2048 layers on modern cards. With a 1k region size, 45km^2 could be supported without much work, and 90km with 2k region sizes. However, to be practical, Godot needs to finish supporting 64-bit ints, and working above 16km you really need a double precision build. Follow issues #77 and 159.

  • @lukaspaver
    @lukaspaver 3 місяці тому

    I took me a bit to setup but this is amazing. Thank you for existing!

  • @disguisedostrich
    @disguisedostrich 3 місяці тому

    it does not work for me the texture lists do not show up on my project no matter what i try

    • @TokisanGames
      @TokisanGames 3 місяці тому

      Did you enable the plugin? Read the written installation instructions.

    • @disguisedostrich
      @disguisedostrich 3 місяці тому

      @@TokisanGames ahhhh ok I'll try again tomorrow

  • @zrw-xc9hy
    @zrw-xc9hy 3 місяці тому

    Hello, how can I get the exr and r16 files in the video

    • @zrw-xc9hy
      @zrw-xc9hy 3 місяці тому

      This is very important to me

    • @TokisanGames
      @TokisanGames 3 місяці тому

      You get exr or r16 heightmaps from other third party tools and import them here. Or you can draw your own terrain here and export them. Read the import/export document.

    • @zrw-xc9hy
      @zrw-xc9hy 3 місяці тому

      Can you give me the URL of a third-party tool? Thank you very much.@@TokisanGames

  • @ChowderhoundGames
    @ChowderhoundGames 3 місяці тому

    For people having their terrain turn white when they try to add more than one texture: Your texture format, as far as I know, must be a BPTC_RGBA png. So your reimport settings for the texture you want to use should look like this: Mode: VRAM Compressed High Quality: On Normal Map: Disabled Mipmaps Generate: On These seem to be the only settings that matter for getting it to work.

    • @TokisanGames
      @TokisanGames 3 місяці тому

      The documentation explains what is needed in detail. BPTC is needed only for the demo because the existing two textures are BPTC. When you create your own project you can put in any textures. The requirement is that all subsequent textures match size and format of the first.

    • @ChowderhoundGames
      @ChowderhoundGames 3 місяці тому

      @@TokisanGamesokay cool

  • @TranquilMarmot
    @TranquilMarmot 3 місяці тому

    Truly amazing work!

  • @cyzaine
    @cyzaine 4 місяці тому

    2ish months later, was channel packer released and included yet?

  • @mirtir472
    @mirtir472 4 місяці тому

    how does terrain3d react with very large terrain, by that i mean, how does the "loading" react, like will it acctualy load the whole map in the ram right from the start ? but good job for real, this tool seem better then unreal and unity one. or at least when i tried them and it's 10000% better then the one i did for my opengl map editor hahahahah it's amazing what you guys did !

    • @TokisanGames
      @TokisanGames 4 місяці тому

      It loads all terrain data at start. There's no streaming in Godot or our plugin. There's a bug in Godot that prevents saving more than around 8k^2. But it could be imported at runtime up to 16k^2.

    • @mirtir472
      @mirtir472 4 місяці тому

      @@TokisanGames so if i want to uses that to make a massif terrain for airplane it's kinda a no? Would be around 50km by 50km

    • @TokisanGames
      @TokisanGames 4 місяці тому

      @@mirtir472 Current heightmap maximum size is 16km^2. You can scale the distance between vertices say up to 10x. But to run a 50km world you'll most likely need to build the engine and plugin with double precision.

    • @mirtir472
      @mirtir472 4 місяці тому

      @@TokisanGames make sens loading a 250k height map in the gpu would probably eat a large amount of vram. Is it possible to use multiple terrain node with our system? I will try to make it work! Thanks for your answer ! I will also keep you updated if i found good idea !

    • @TokisanGames
      @TokisanGames 4 місяці тому

      @@mirtir472 not simultaneously, at the moment. We use multiple terrains in different scenes.

  • @JStace
    @JStace 4 місяці тому

    im having an issue that when i try to add a second texture to my texture list it all goes white.

    • @TokisanGames
      @TokisanGames 4 місяці тому

      Look at your console. It probably tells you that you're using inconsistent formats or sizes. Then read the texture docs that tell you the specs that must be identical.

  • @JStace
    @JStace 4 місяці тому

    Wyat in the morrowind walk animation is going on here, looks great!!

  • @sesshomaru184
    @sesshomaru184 4 місяці тому

    How can I define the size of the map? I don't want it to be too big.

    • @TokisanGames
      @TokisanGames 4 місяці тому

      Set world background to none. Look at Tips in docs.

  • @vast634
    @vast634 4 місяці тому

    Why not an option to let the "auto shader" overwrite the manual shaded parts (overwrite blend data). Then turning auto shader off / marking it manual, and the user can alter the auto shaded parts.

    • @TokisanGames
      @TokisanGames 4 місяці тому

      Baking the autoshader is worth considering. The user can already alter the autoshaded parts with settings or manual painting.

  • @vast634
    @vast634 4 місяці тому

    Nice, I never knew how packing texture channels in Gimp, and also a good tip with ambientcg

  • @user-bl9hq2gf6i
    @user-bl9hq2gf6i 4 місяці тому

    love it !

  • @user-bl9hq2gf6i
    @user-bl9hq2gf6i 4 місяці тому

    I love the opensource community <3 im glad my comsci prof introdocud us to the concept of opensource software way back! Ithis looks amazing !