This is really incredible. If you don’t mind me asking, what tool did you use to make the islands you painted on in the demo. Did you create them in something like blender and just import them, or did you us another plug-in to create the islands themselves in godot? Thanks again for such an awesome tool!
Sorry that it took so much time for me to answer. All 3D objects were taken from the web. You can actually find a comprehensive list of them on my GutHub repo: github.com/dreadpon/godot_spatial_gardener#third-party-credits Islands were heavily edited in Blender to add paths and unify polygon density across them. Plants were mostly edited to create additional LOD models, no drastic changes to the original meshes were made.
Can you make support for all other files of models? I mean .fbx, .obj, .tscn etc. It would be really helpful. Now I can't use it properly. Like, using .tscn in this next windows (not mesh) makes assets invisible in game scene. And I don't want to use .mesh all the time.
@@Maanjiro_g Actually I solved that a bit. Like, I'm forced to be using .mesh files. But I know now how to create them and use properly. Do you have Discord account? I can add and help you wit that.
This looks really good, but sadly, I get one of two errors when trying to use it: Error one, the demo assets as a tres file are the wrong resource class (e.g. plants_grass_lod0.tres) Error two, using a tscn file paints the file in, but the assets do not display in debug gameplay, and the demo assets only show in the inspector as collision wireframes in the first place. What am I doing wrong? Any help from anyone is hugely appreciated
I have trees from Tree It of which only seems to save in OBJ and your plug in says it supports OBJ. But when I drag and drop the model from the file system window into the mesh + box, it doesn't seem to want to add it. Every time I try and paint the landscape it keeps bringing up the message Apply Arborist MMI changes Apply Arborist MMI changes Apply Arborist MMI changes Apply Arborist MMI changes
When Importing from Blender, you need to save meshes to individual files (this can be enabled via Godot's import settings) Using .mesh/.tres meshes enables Godot to use rendering optimizations because .mesh/.tres files are 3D objects in the simplest form (in Godot's ecosystem of course) Imported .gltf files represent an entire scene hierarchy which cannot be used in batched mesh instancing (which is what my plugin/Godot's multimeshes use). It's impossible on the engine level. You CAN assign .gltf scenes as "spawned spatials" when configuring a plant, but this WILL IGNORE rendering optimizations. This setting is meant for collision bodies of rare-ish plants (like trees), while still utilizing .mesh/.tres files for actual geometry
@@dreadpon I'm struggling to find how to do this. Could you point me to a good explanation? EDIT: It's under advanced settings, and must be done individually for each blend file. Very tedious for many blend files at once sadly.
Unable to load addon script from path: 'res://addons/dreadpon.spatial_gardener/plugin.gd'. This might be due to a code error in that script. Disabling the addon at 'res://addons/dreadpon.spatial_gardener/plugin.cfg' to prevent further errors.
What version of Godot are you using? What operating system do you have? Whatever the case, I advise to file a bug report using GitHubs Issues, as it will allow me to keep track of all the problems that arise: github.com/dreadpon/godot_spatial_gardener/blob/master/reference/CONTRIBUTION.md
@@igorgiuseppe1862 Does the editor tell anything else? Or perhaps the console mentions the specific line where the error occurs? Does restarting the editor affect this issue somehow?
@@dreadpon it works from the source code (it seems) but dont work from the zip file that i specified on github (it break when i try to enable the addon with the error mesage mentioned)
@@dreadpon well it seems it was an bug here on godot or the file extracting program, but the bug isnt hapening anymore, i closed the issue on github, hopefully this bug will not return. anyway, thanks for the great work =D now i just need an pc that isnt an potato...
damn this is a good tutorial but I need something that will proceedurally place plants and trees on a proceedurally generated map I just can't find that tutorial tho damn.
OK, that is one of the most useful addons in Godot. I will probably use it in all of my projects from now on. Thank you, man
Amazing work ! thanks you very much for sharing it with the Godot community.
Yeah, Godot is awesome.
Some things were tough but it was an amazing experience really!
I was waiting for this, thank you
This is seriously awesome!
Looks polished, very nice.
This is beautiful, thank you very much!
You are crazy awesome godoter. Thank you alot
wow that looks so useful, thank you!
thank you for the plugin ! Great job !
dude this tool is impressive ! you must contact the godot project leader to put it in the engine as an official tool
💛💛💛💛, just awesome.
Awesome man, thanks
Great work...
Amazing
Good luck my dude
Thanks maaaan!
Thanks!!!
youre coding magic is cool!!
legend.
This is really incredible. If you don’t mind me asking, what tool did you use to make the islands you painted on in the demo. Did you create them in something like blender and just import them, or did you us another plug-in to create the islands themselves in godot? Thanks again for such an awesome tool!
Sorry that it took so much time for me to answer.
All 3D objects were taken from the web. You can actually find a comprehensive list of them on my GutHub repo: github.com/dreadpon/godot_spatial_gardener#third-party-credits
Islands were heavily edited in Blender to add paths and unify polygon density across them. Plants were mostly edited to create additional LOD models, no drastic changes to the original meshes were made.
4:50 it's not working on my project
is it required to have the different LODs?
Naaah, how did you create the wind effect on the trees and bushes, that shader looks crazy
Can you make support for all other files of models? I mean .fbx, .obj, .tscn etc. It would be really helpful. Now I can't use it properly. Like, using .tscn in this next windows (not mesh) makes assets invisible in game scene. And I don't want to use .mesh all the time.
im having the same problem here
i dont even know how to convert .glb to .mesh
@@Maanjiro_g Actually I solved that a bit. Like, I'm forced to be using .mesh files. But I know now how to create them and use properly. Do you have Discord account? I can add and help you wit that.
This looks really good, but sadly, I get one of two errors when trying to use it:
Error one, the demo assets as a tres file are the wrong resource class (e.g. plants_grass_lod0.tres)
Error two, using a tscn file paints the file in, but the assets do not display in debug gameplay, and the demo assets only show in the inspector as collision wireframes in the first place.
What am I doing wrong? Any help from anyone is hugely appreciated
I have trees from Tree It of which only seems to save in OBJ and your plug in says it supports OBJ. But when I drag and drop the model from the file system window into the mesh + box, it doesn't seem to want to add it.
Every time I try and paint the landscape it keeps bringing up the message
Apply Arborist MMI changes
Apply Arborist MMI changes
Apply Arborist MMI changes
Apply Arborist MMI changes
Can I make trees disappearing at the distance?
So this only works with .mesh filetypes, is there any way to use this with gltf?
When Importing from Blender, you need to save meshes to individual files (this can be enabled via Godot's import settings)
Using .mesh/.tres meshes enables Godot to use rendering optimizations because .mesh/.tres files are 3D objects in the simplest form (in Godot's ecosystem of course)
Imported .gltf files represent an entire scene hierarchy which cannot be used in batched mesh instancing (which is what my plugin/Godot's multimeshes use). It's impossible on the engine level.
You CAN assign .gltf scenes as "spawned spatials" when configuring a plant, but this WILL IGNORE rendering optimizations. This setting is meant for collision bodies of rare-ish plants (like trees), while still utilizing .mesh/.tres files for actual geometry
@@dreadpon I'm struggling to find how to do this. Could you point me to a good explanation?
EDIT: It's under advanced settings, and must be done individually for each blend file. Very tedious for many blend files at once sadly.
i download all from godot/AssetLib, cant find a single meshe and demo in the files, can you help me?
watch part 1 "plugin setup"
density setting doesnt work
Unable to load addon script from path: 'res://addons/dreadpon.spatial_gardener/plugin.gd'. This might be due to a code error in that script.
Disabling the addon at 'res://addons/dreadpon.spatial_gardener/plugin.cfg' to prevent further errors.
What version of Godot are you using? What operating system do you have?
Whatever the case, I advise to file a bug report using GitHubs Issues, as it will allow me to keep track of all the problems that arise:
github.com/dreadpon/godot_spatial_gardener/blob/master/reference/CONTRIBUTION.md
@@dreadpon
3.4.2
ubuntu 18.04 (i dont think the OS is the issue)
@@igorgiuseppe1862 Does the editor tell anything else? Or perhaps the console mentions the specific line where the error occurs? Does restarting the editor affect this issue somehow?
@@dreadpon it works from the source code (it seems) but dont work from the zip file that i specified on github (it break when i try to enable the addon with the error mesage mentioned)
@@dreadpon well it seems it was an bug here on godot or the file extracting program, but the bug isnt hapening anymore, i closed the issue on github, hopefully this bug will not return.
anyway, thanks for the great work =D
now i just need an pc that isnt an potato...
damn this is a good tutorial but I need something that will proceedurally place plants and trees on a proceedurally generated map
I just can't find that tutorial tho damn.
fake