Just be aware that the CSG tools such as difference and intersection in the Menu may not always work. I've tried to carve a hole into a cube to make a cave, but all I got was errors and had to painstakingly model around it to do something that should've taken me 5 seconds. Reported it on github, but yeah, CSG tools sometimes don't do their job properly.
Is this actually functional compared to using Trenchbroom & just importing to Godot? I remember seeing someone trying this a while back & it was kinda buggy.
There could definitely be improvements to the UI. It could be to do with limitations with how it has been implemented. If you've ever used an editor like Hammer or Trenchbroom for Source/Quake mapping, it's very similar. I imagine the designer has tried to emulate those. It also lacks a few features, like the ability to extrude (as far as I could tell).
@@Doom_CThe fact that you need to manually create an autoload, the fact that a new gizmo is create on the already existing gizmo. When i see this i just get the feeling that two different worlds have merged together
Just be aware that the CSG tools such as difference and intersection in the Menu may not always work. I've tried to carve a hole into a cube to make a cave, but all I got was errors and had to painstakingly model around it to do something that should've taken me 5 seconds.
Reported it on github, but yeah, CSG tools sometimes don't do their job properly.
Is this actually functional compared to using Trenchbroom & just importing to Godot? I remember seeing someone trying this a while back & it was kinda buggy.
that plugin is really useful
It's a lot better now than when I made this
This looks super cool and useful
Is this a complement to Cyclops Level Builder?
I have to select Rizz? What if I have no rizz? *badumtss*
Looks good. I might give this a try. Atm I'm just using csgmeshes
banger vid
banger slanger manger
great video!
Amazeballs
Cool 😍
Damn, watched this video hoping somebody knew why I can't disable tube mode! Oh well...
Please Godot 4.2 Doom Clone tutorials
Neat
This seems quite useful, but the way it is implemented and the way we should use it is trash
There could definitely be improvements to the UI. It could be to do with limitations with how it has been implemented. If you've ever used an editor like Hammer or Trenchbroom for Source/Quake mapping, it's very similar. I imagine the designer has tried to emulate those. It also lacks a few features, like the ability to extrude (as far as I could tell).
What's wrong with the implementation?
@@Doom_CThe fact that you need to manually create an autoload, the fact that a new gizmo is create on the already existing gizmo. When i see this i just get the feeling that two different worlds have merged together
@@Doom_C nothing, it works fine, I just meant that maybe the way he implemented the features in code don't allow for tools like extrusion etc.
@@D01Light oh yeah, that is annoying. The double gizmo had me raging at the start. It's not integrated well into the existing UI.