Godot 4 GridMap Tutorial - TileMaps, but 3D

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  • Опубликовано: 21 окт 2024
  • In this Godot 4.1.1 tutorial video I talk about how we can use grid maps in order to create fast levels. I discuss everything you need in order to start using GridMaps, including MeshLibraries, how to navigate the GridMap interface, and tips and tricks to avoid common issues when using them. Gridmaps are an important tool in Godot level design because they let you use the benefits of multimeshes without having to write code.
    Support the channel: / legiongames
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    Assets:
    Water: godotshaders.c...
    Meshes: kenney.nl/asse...

Комментарии • 192

  • @v44n7
    @v44n7 Год назад +127

    1:40 if you press shift+f you go on free view mode

    • @legiongames2400
      @legiongames2400  Год назад +42

      You just saved my life for my next project, thank you.

    • @breadman6666
      @breadman6666 11 месяцев назад +1

      @@legiongames2400 how do I give all of the tiles collisions?, I want to make it so my player can walk on it.

    • @Khunkurisu
      @Khunkurisu 10 месяцев назад +2

      @@breadman6666 literally explained at the last minute or two of the video...

    • @breadman6666
      @breadman6666 10 месяцев назад +2

      @@Khunkurisu i am going insane :)

    • @hawkgamedev
      @hawkgamedev 8 месяцев назад +1

      you sir are a scholar.

  • @BillChmura
    @BillChmura 9 месяцев назад +13

    Perhaps my favorite Godot video so far... It's quick, to the point, and just saved me a crapload of time. Thank you so much.

  • @IsThisLossE
    @IsThisLossE 4 месяца назад +27

    For anyone using Kenny assets (or something similar) where you follow along but can't get any meshes to show up in the library resource:
    Use the OBJ format instead of the GLTF
    Instead of adding all of them as a child directly to the node, drag them all at once into the editor and they'll get added as a mesh
    Select them all in the scene tree and reset their transform
    Export as normal
    I hope this helped someone, because it took me about an hour to figure out lol

    • @malibaturhan
      @malibaturhan 2 месяца назад +1

      tried in 2 different computers (1 win 1 steam deck) cannot get it, thank you

    • @IgorBorges
      @IgorBorges 2 месяца назад

      Thank you!

  • @knaxel
    @knaxel 6 месяцев назад +14

    tip: make the mesh library in one blender and glb file, godot will recognize the separate meshes and makes it really easy to generate collision shapes

  • @WhoPlaysMc
    @WhoPlaysMc 9 месяцев назад +5

    I was apprehensive about watching these tutorial videos but I love you for finally showing me how to fill. I managed to find shift + f for freecam on my own, but great to see others told you about it too.
    Really feels like there should be an easier place for all this information as it makes gridmaps feel incomplete when really all the things you need are secretly there somewhere.

    • @legiongames2400
      @legiongames2400  9 месяцев назад +1

      Pretty much the nature of on open source project like this. :( Stuff gets added but the documentation lags behind sometimes.

  • @Deathend
    @Deathend 10 месяцев назад +23

    FYI, you can layer the gridmaps. So say you want a wall, but you also want extra stuff from the same tileset on it. Make another gridmap and boom you can stack it.

  • @CobainSnake
    @CobainSnake Год назад +47

    Deselect *Merge With Existing* option when exporting to overwrite - otherwise it will merge the libraries creating duplicate meshes for the meshes that were updated.

  • @bonsaipropaganda
    @bonsaipropaganda Год назад +5

    wow this is amazing. so much information is being shot at me as fast as possible

  • @kadincool
    @kadincool Год назад +19

    Question: isn't this horrible for performance since most of the faces are inside the level? There doesn't appear to be any face culling system.

    • @CornRecords972
      @CornRecords972 9 месяцев назад +6

      Belated reply but you can export a 3d scene in godot as a gltf file. Which you can then import with blender or maya and modify. So once you lay out your level you can clean up interior faces and make it performant.

    • @MagicCubeWorld
      @MagicCubeWorld Месяц назад

      That's a great point I didn't think about. Cleaning up a full level / world area in Blender after this sounds like a huge pain, unless maybe you were able to pull it off quickly using a boolean modifier or something, but I have no idea.

  • @F0r3v3rT0m0rr0w
    @F0r3v3rT0m0rr0w Год назад +25

    Grid maps need a LOT of work before they are useful, right now it feels like they are more of a lesson in perseverance than useful. Here is hoping they improve this feature in the future!

    • @knaxel
      @knaxel 6 месяцев назад +4

      maybe im just late to the party but why is it not useful? I found it very useful to generating a procedural 3d maze

    • @Playeroth
      @Playeroth Месяц назад

      im trying to use it and its so damn inconvenient i almost went to 2d. you cannot move freely in this mode, initially transform wasnt being set but i discovered you have to set the transfrom with "ctrl + a" in blender, you cant delete all objects in the world - what if i mistankly put an important object very far from the map? terrible experience

  • @alexeykurilo4381
    @alexeykurilo4381 Год назад +10

    cool video format, short ant straight to the point. Great stuff.

    • @legiongames2400
      @legiongames2400  Год назад

      Yeah these are fun to make :) A bit more short and fun. Thank you for watching!

  • @kuroganeyuu5928
    @kuroganeyuu5928 Год назад +9

    Great stuff. Would you fulfill these requests?
    -How to make an interactable door/window.
    -How to add those doors/windows to an already existing walls.

    • @lukabrasi001
      @lukabrasi001 10 месяцев назад +2

      1. make an area scene that you can instantiate it in the level scene, write a code in it that exports the target as a node (door/window/anything), add a boolean for being open or closed, and give it a signal so it can trigger the animation player inside the door/window scene. now drag the area into the scene, either make a raycast to collide with the area or write the code if a body entered the area and basically that's it
      2. 3d modeling software

  • @АртурАмбаров-ы1ю
    @АртурАмбаров-ы1ю Год назад +10

    how economical is it in terms of performance? because some polygons of tiles overlap each other on the side, except for those that are located on the edge

  • @cam9621
    @cam9621 Год назад +5

    Hey, can you post the project or full environment settings to recreate your scene? I tried playing with the values you show in the video but it doesn't come close to how nice your scene looks!

  • @besnardxavier5088
    @besnardxavier5088 7 месяцев назад +2

    I considered leaving a like and i hope to see you back with tutorials like this (can be a bit longer so you can monetize a bit more if possible ^^ )

  • @Kefbeats-tw4ry
    @Kefbeats-tw4ry 9 дней назад

    From a beginners perspective. I love this.

  • @wadecodez
    @wadecodez 18 дней назад

    thanks for the tutorial I've started learning more game development because I'm bored of making websites. It sounded like you were frustrated in this video. Is there something frustrating about grid maps that nobody talks about? Kind of confused after getting mixed messages. Cheers anyway

  • @dankakes1723
    @dankakes1723 Год назад +1

    Best godot tutorials. U Garbaj and Lucky are a life save

    • @legiongames2400
      @legiongames2400  Год назад +2

      Thank you friend! :) That means a lot

    • @dankakes1723
      @dankakes1723 Год назад

      @@legiongames2400 would you be interested in going over how to make this project multiplayer? My game im making is multiplayer and there are so few good godot multiplayer tutorials. Especially for 4!

  • @pikachufan25
    @pikachufan25 7 месяцев назад

    Quick Straight to the Point Perfect... thanks

  • @scottwhalen5573
    @scottwhalen5573 6 месяцев назад

    Great tutorial.It was extremely helpful. I didn't quite catch how you stacked the items in layers.

    • @BenTu578
      @BenTu578 4 месяца назад

      If you look at 1:00 and watch the top, it shows the floor level he is working on.

  • @DynoStorm
    @DynoStorm Год назад +6

    A question I have is tesselation. When you place a bunch of tiles together, is there still the hidden geometry inside of the sides, edges and stuff or does the program automatically remove unecessary geometry?
    Otherwise it may be wiser to design tile maps with and without sides so you can have a mid section and edge section etc for optimisation.

    • @legiongames2400
      @legiongames2400  Год назад +4

      Thank you for watching! Nop, geometry is still there. It is indeed better to have just corner tiles for optimization.

    • @Tygersnark
      @Tygersnark Год назад +1

      Thanks for the video @@legiongames2400! I was wondering the same thing as @DynoStorm and it'd be cool if you could give a follow-up video to this with some of these tips.

  • @Eternal_Night17
    @Eternal_Night17 Год назад +6

    how did u create a water?

  • @wastedmondaylisa
    @wastedmondaylisa Год назад +1

    Hey, thank you for this simple tutorial. Got one problem with lighting not affecting the gridmap, I mean when I change light settings on the World Environment the tiles of the GridMap are not affected at all by the light. Do you have any hint about it? I'm using forward+ and the same kenney assets as you do. Btw, the water (using the same shader as you) is affected by light settings.

  • @adzee8711
    @adzee8711 Год назад

    thank you so much bro, your an actual life saver for real

  • @GelleSzebasztian
    @GelleSzebasztian 5 месяцев назад

    I have got several questions:
    -Is this well optimized? Does either the geometry or the collision points get merged or they are separate objects?
    -How can I make sure I made the right size? I'm using blender, how do blender units translate to these godot units?

  • @leoh2251
    @leoh2251 19 дней назад

    Is it possible to include Area3D nodes into the base tiles, so that when you place tiles, you place all the functionality thats included?
    For example, I have a mesh library made up of floor tile scenes.
    All of them are basic:
    Node3D
    ->Node3D_Name
    -->MeshInstance3D
    --->StaticBody3D
    ----->CollisionShape3D
    However, I have one that is:
    Node3D
    ->Node3D_Name
    -->MeshInstance3D
    --->StaticBody3D
    ----->CollisionShape3D
    ->Area3d
    -->CollisionShape3D
    When I place this special tile with the Area3D included, the Area3D Collisionshape doesn't show up on the Gridmap.
    Is there a way to include this? Or do I have to manually place the area3D's separately to my gridmap?

  • @Spas2011
    @Spas2011 Год назад

    big help ty. Pls keep making more videos

  • @DJ-MKpL
    @DJ-MKpL Год назад +2

    Hey I have a question I'm making a fps video game and your tutorials are useful and could you tell me what you plan to record in a month?

    • @legiongames2400
      @legiongames2400  Год назад +3

      At least a tut on ranged enemies, not sure after that.

  • @blackcitadel9
    @blackcitadel9 Год назад +2

    I tried to follow along, but for some reason I couldn't change the albedo when I got up to that part, decided to just keep going, then for some reason after adding the static body I magically could edit albedo.
    Tried with other meshes and cant edit albedo. Add static body or collision shape, suddenly can edit, but it's odd and finicky. No idea what's going on there, but nice video.
    Extra: After some fiddling about, and watching that bit again. I think it's because you need to save after making the mesh local before you can edit. I notice at 2:18 you have the unsaved project star, and then at 2:19 it's gone. Dunno if that was a smooth cut, or you pressed a keyboard shortcut or something, but either way it doesn't appear to have anything to do with adding nodes, and just needs to be saved. Mystery solved

    • @legiongames2400
      @legiongames2400  11 месяцев назад

      A little janky, I'm not gonna lie. But I'm glad you figured it out.

  • @mkgaminganimations5374
    @mkgaminganimations5374 Год назад

    Hey bro, I hope you are doing well today, I like to know which courses do you study to learn this 😊

  • @TheArchCoder
    @TheArchCoder 2 месяца назад

    For those wondering, You can move around in the GridMap using Shift + MouseWheel

  • @ColtonCrawford
    @ColtonCrawford 3 месяца назад

    Great video! I have one question - I have 2 tiles in my tileset, grass and a bench. When I try to place the bench tile on top of the grass tile (the way you did with the arrows) the bench tile replaces the grass - which leaves it with just blank space underneath the bench where the grass was. I don't think it allows me to place multiple tiles in one spot. How did you get that to work with the arrows?

    • @TheTownPortal
      @TheTownPortal 2 месяца назад

      Use 2 gridmaps.

    • @ColtonCrawford
      @ColtonCrawford 2 месяца назад

      ​@TheTownPortal in the video he's only using 1, how do you set it up like that?

    • @TheTownPortal
      @TheTownPortal 2 месяца назад

      @@ColtonCrawford Just add multiple gridmaps... 1 named "buildings" 1 named "details" and so on... i use multiple gridmaps, all with different "types" of objects, easier to toggle on/off also, if needed.

    • @ColtonCrawford
      @ColtonCrawford 2 месяца назад

      @TheTownPortal I understand that that is an option, I'm just wondering how he set it up in the video to act the way he has it. If I can consolidate 6 or 7 gridmaps down to one I'd like to know how

    • @Soacer0
      @Soacer0 25 дней назад

      @@ColtonCrawford you have the floor option at 1:00

  • @sliggy2411
    @sliggy2411 11 месяцев назад

    I love the tutorial! Is there anyway I can add new tiles later or do I have to make the tile set all at once?

    • @legiongames2400
      @legiongames2400  11 месяцев назад

      Yeah you can add tiles to the scene you exported later and then just export it again. Just make sure to add them at the bottom of the tree because the gridmap keeps track of the tiles you placed depending on their order in the exported scene.

  • @kaitygames
    @kaitygames Год назад

    More... I need more of this!. Love it. Thanks. Sub and Liked

  • @UntitledToaster
    @UntitledToaster Месяц назад

    there was no tiles available to place in the GridMap after adding the .tres, any ideas?

  • @atsikora
    @atsikora Год назад

    Great video, thanks! Should collision also work with CharacterBody3D? Because I’ve set the collision object and it’s working when I use normal objects but not on grid mad :/

    • @legiongames2400
      @legiongames2400  11 месяцев назад

      Yeah it should work as long as you have a static body and a collision shape inside of each mesh

  • @draft_fusion
    @draft_fusion 3 месяца назад

    Okay but how do I generate a pre made room using tiles randomly?
    I have been searching though a lot of youtube videos coming out empty handed as you cannot make a mess library out of the tiles you made to make a room with it.
    As in if you have a room made up of tiles I want to take that room and generate it randomly on a map with other pre made rooms on my map.

    • @nicoladau6653
      @nicoladau6653 10 дней назад

      Depends on what your goal is.
      Something you should know is that you can save a GridMap as a Scene, so I would do something on the lines of:
      1. Have a "Level" or "Overworld" GridMap, where your game will be
      1. Make a "Generated Room" scene where you do all the random generation (allocating random meshes to random cells, with a custom algorithm, yada yada)
      3. Istantiate "Generated Rooms" gridmaps in your Level scene

  • @pikachufan25
    @pikachufan25 7 месяцев назад

    Also to Elevate Floors its
    CTRL + Scrollwheel

  • @BenTu578
    @BenTu578 4 месяца назад

    Using Godot 4.2.1 I followed your steps exactly and even used Kenney assets. I could not get the mesh library to show ANY tiles at all. One of the work arounds I found, was to import the glb into blend, then merge the two or more meshes together into one, save as a .blend file, then instantiate the .blend, make it local, and drag the meshes out of the node. THEN it works. Very tedious.

  • @PIGO-
    @PIGO- Год назад +2

    The collision is not working why?

  • @LiterallyInternet
    @LiterallyInternet 4 месяца назад

    Can i ask if gridmaps tank fps? Im using a low end computer, and its to old to run blender.

  • @smokysmoky3451
    @smokysmoky3451 Год назад +1

    i added many times on the mesh library buuuut it shows only the last item on the grid map , please can u help me to fix it

    • @legiongames2400
      @legiongames2400  11 месяцев назад

      Some meshes when you import them have a lot of nested Node3Ds in Godot, could you try cleaning up the tree structure so that there's only meshes in the scene you're exporting into a mesh library?

  • @JohnJohn-sy2uf
    @JohnJohn-sy2uf 9 месяцев назад

    could I somehow instead, import a vox file aka vox object that is made out of small cubes, creating a shape and add a gridmap this way?

  • @DearFox
    @DearFox 11 месяцев назад

    I did everything as you said, but there are no models in my library.
    I looked at the .tres file and there was no information about any of the resources I added. This is fine?

    • @legiongames2400
      @legiongames2400  11 месяцев назад

      The scene that you're exporting into a mesh library, what kind of structure does it have? To be safe get rid of all of the Node3Ds in there and just keep the meshes in there.

    • @DearFox
      @DearFox 11 месяцев назад

      @@legiongames2400 As it turned out, it is impossible to use models with several meshes. Your model must consist of one mesh for everything to work correctly. I had to spend a long time and tediously combining my models so that they would have a single mesh.

  • @Neocorey11
    @Neocorey11 3 месяца назад

    I am really struggling with properly importing Kenney's city kit roads asset package. I am able to create the MeshLibrary and GripMap but then everything is 0.25 units too high...

  • @Axforgames
    @Axforgames 3 месяца назад +1

    colision doesnt work in my proyect

  • @PlayWithTom
    @PlayWithTom 11 месяцев назад

    Any video about how to make tiles for a gridmap like you did in this video? I suck at Blender but I want to get better by watching people like you. Pretty please?

    • @legiongames2400
      @legiongames2400  11 месяцев назад

      I didn't make the tiles, they're free assets from kenney.nl/

  • @lyukduke
    @lyukduke 9 месяцев назад

    Mr. Kenney, I loved your city builder template, thanks for your work and kindness in sharing so much!

  • @hawkgamedev
    @hawkgamedev 8 месяцев назад

    just wow thank you.

  • @Sleep_now
    @Sleep_now 3 месяца назад

    Great video, how would I make a 3d game like metroid dread in godot ?

  • @GuardianDogGD
    @GuardianDogGD Месяц назад +1

    I have a problem when i drag the tiles.tres file into the mesh library they wont show up in the box to the right

    • @GuardianDogGD
      @GuardianDogGD Месяц назад +1

      I mean left

    • @UntitledToaster
      @UntitledToaster Месяц назад

      ​@@GuardianDogGDI have the same issue, let me know if you figure it out

    • @GuardianDogGD
      @GuardianDogGD Месяц назад

      @@UntitledToaster Ok i still haven't

  • @AmuterSI
    @AmuterSI Месяц назад

    Hey I'm a Godot noob, how do I download/use the water shader? I checked the link in the description and I did find the code, even created a shader material and pasted the code but I get an error as it doesn't include shader inputs when doing it that way. I wasn't familiar with shaders before this so have no idea how this works. I'll keep looking around after writing this comment tho.
    EDIT: Seems I copied the wrong code, I just copied the one you put out instead but there's still an error which starts at the very first line. "error(8): Expected valid type hint after ':'."
    EDIT 2: I found another similar shader and it worked fine.

  • @yakdoggames
    @yakdoggames 3 месяца назад

    Can you the same but on the Y axis, like making walls?

  • @smorty3573
    @smorty3573 Год назад +1

    Can we add scripts to certain tiles? Like when one steps onto a tile, something happens?

  • @alexeykurilo4381
    @alexeykurilo4381 Год назад

    can all those individual meshes have textures applied? In your example it is vertex paint or smth?

    • @legiongames2400
      @legiongames2400  Год назад

      Yeah you can change the texture of the mesh through the material setting in the gridmap

  • @gabbeeto
    @gabbeeto 4 месяца назад

    can you use custom scenes as tiles?

  • @apoorvpandey3D
    @apoorvpandey3D Год назад

    Do we have to put collision separately on all different type of mesh?

  • @Dianruakrhakakks
    @Dianruakrhakakks Год назад

    does it also work with destructible tiles? can it work if each tile is saved as .tscn ? or mesh only?

    • @legiongames2400
      @legiongames2400  Год назад

      Thank you for watching. You can definitely figure out the tile in a specific position and replace it with an empty block with some calculations, yeah. It would work if each file is saved as a .tscn but it will get rid of anything that's not a mesh, collision shape, or navigation when it exports the mesh library.

  • @CornRecords972
    @CornRecords972 9 месяцев назад

    thanks so much

  • @roastinpeace2320
    @roastinpeace2320 9 месяцев назад

    Not working. You didn't explain much. How do I exactly have to position the meshes inside the meshlibrary? You said it doesn't matter but when I'm placing the assets it's not placing anything, it's empty.

  • @hindustangameryogiraj9348
    @hindustangameryogiraj9348 4 месяца назад

    thanks you

  • @ImYugin
    @ImYugin Год назад

    thank you for the tutorial this help me a lot, can you also make a interactive tutorial like grabbing stuff like a flashlight and light switch for the light bulb or papers to pick up too, your RUclips video helps me a lot with this interaction I'm closing on finishing my horror game thank you very much!!!!

    • @legiongames2400
      @legiongames2400  Год назад +1

      Thank you for watching friend! :) There's definitely going to be interactable objects for the fps series!

  • @breadman7733
    @breadman7733 Год назад

    Really great video! Thanks

  • @ivana.medina3126
    @ivana.medina3126 9 месяцев назад

    Eggcelent!

  • @LilFishowo
    @LilFishowo 2 месяца назад

    tried this but it didt work at all just shows one tile for me to use instead of 6

  • @firewolf11567
    @firewolf11567 Год назад

    haha, hi 👋 thanks for the videos!

  • @ladnopoka
    @ladnopoka 10 месяцев назад

    All your videos are such high quality. I learned so much from you. Thank you.

    • @legiongames2400
      @legiongames2400  10 месяцев назад

      I'm glad you're enjoying them! Thank you friend! :)

  • @longuemire748
    @longuemire748 9 месяцев назад

    With a gridmap, is it possible to place a scene instead of a simple 3d block?

    • @ElBuhoStudio
      @ElBuhoStudio 7 месяцев назад +1

      yes, you also can place tscn scene as long it has mesh node

    • @longuemire748
      @longuemire748 7 месяцев назад

      @@ElBuhoStudiothank you

  • @satellite4349
    @satellite4349 Год назад

    I know this video isn't specifically about this but .. Icouldn't get the water shader to work :C I copied and pasted it into the shader code bit, but it threw out an error on line 8 about ... hint or something

  • @wapno41
    @wapno41 8 месяцев назад

    when i'm making plane in meshlibrary it's rotated in gridmap

  • @Eternal_Night17
    @Eternal_Night17 Год назад

    Where did you find theese axe and grass and more?

  • @mclix5924
    @mclix5924 Год назад

    Hi thats is cool video but can you make video about grappling hook?

  • @pvpworld
    @pvpworld Год назад

    Could you do a tutorial on how to make bullets travel to mouse position from a top down camera perspective in 3D? I don't understand how to get mouse position and have bullets go up or downhill for example if your mouse is at a higher or lower point than the player

    • @abrahambrookes1927
      @abrahambrookes1927 Год назад

      I'm new to Godot, but in game dev in general you want to cast a ray from the click location in screenspace, down along the view normal of the camera, and find where it intersects with your terrain. Most game engines will have some built in raycasting methods that will return an array of collisions for each place the ray intersects a mesh. The best bet is to have a debug mesh that gets drawn at the intersect, so you can visualise the location

  • @RedCroissantGames
    @RedCroissantGames 6 месяцев назад

    does this have performance issues? like, is there occlusion culling, or is it just all the faces rendered still?
    Sorry for asking dumb questions, great tutorial btw :D

    • @legiongames2400
      @legiongames2400  6 месяцев назад +2

      There is octant based culling and rendering, the default octant size is 8 which means that cells are split into 8x8x8 chunks and one is visible then all are rendered. Since gridmaps use multimeshes for optimization it's technically cheaper to draw those blocks in a gridmap than to draw them separately but that probably means that a very vertical level could potentially have some performance issues. See this for more info: forum.godotengine.org/t/how-to-improve-gridmap-performance-octant-size/27204

    • @RedCroissantGames
      @RedCroissantGames 6 месяцев назад

      @@legiongames2400 thank you sir

  • @DynoStorm
    @DynoStorm Год назад +1

    Godot needs to become overwrite friendly for gridmaps and 3d animations. I reimport a 3d model I made in blender w more animations and it ignores it, I have to reimport from scratch. Very annoying, surely wouldn't be too tricky to implement.

    • @legiongames2400
      @legiongames2400  Год назад

      Completely agree, it's super slow to do some of the stuff that could be solved with a simple overwrite. One thing I've found with animations is that it's better to just open up the file with the new animations you're trying to import and just copy paste the keyframes into a new animation in the old scene. Idk if that's viable in your case at all.

  • @skrandas
    @skrandas Год назад

    Dude, you just saved me a decade

  • @bonsaipropaganda
    @bonsaipropaganda Год назад

    How do you know what size to set your tiles? It looks like you have tiles with differing sizes

    • @bonsaipropaganda
      @bonsaipropaganda Год назад

      Can you set sizes for individual tiles

    • @legiongames2400
      @legiongames2400  11 месяцев назад +1

      No you can't unfortunately, Ideally you want to clump tiles of similar sizes into different gridmaps. So you could have a ground gridmap and a decoration gridmap.

    • @bonsaipropaganda
      @bonsaipropaganda 11 месяцев назад

      thanks so much for responding. that is quite unfortunate.@@legiongames2400

  • @PrueferAuge
    @PrueferAuge 7 месяцев назад

    how did you do the water mesh?

    • @legiongames2400
      @legiongames2400  7 месяцев назад

      godotshaders.com/shader/wind-waker-2d-water-shader-godot-4/

  • @thisyoutubeishaunted
    @thisyoutubeishaunted Год назад +1

    I followed along and everything looks alright until I actually place objects, then they appear completely black. Any suggestions why that might be, anyone? I'm on 4.1 using Compatibility mode.

    • @chispidog7832
      @chispidog7832 Год назад

      same

    • @thisyoutubeishaunted
      @thisyoutubeishaunted Год назад

      @@chispidog7832 I figured it out, if you still (or anyone else) has the same issue - go into the Material of an object -> Vertex Color -> uncheck 'Use as Albedo'. That's it! Resave the tile scene/mesh library, and you're good to go.
      If this is 'baked in' so you can't uncheck it, you should be able to override the material by making a new one/placing one on top of the existing one.

    • @chispidog7832
      @chispidog7832 Год назад

      @@thisyoutubeishaunted thanks!

  • @beattie5766
    @beattie5766 Год назад

    Great video mate, very helpfull!! Does anyone happen to know why this does not work with the Kenny Tower Defense Kit gld files? The tiles dont show up at all not just the thumbnails in the Grid map window after importing the .tres, .meshlib files. It works fine using the Kenny pack given in the decsription.

    • @legiongames2400
      @legiongames2400  11 месяцев назад +1

      Interesting, I haven't tried it with that one. Maybe has something to do with the node structure on the imported files. You could try cleaning it up and make sure it's only meshes in there and not node3ds.

  • @matthewhalo1799
    @matthewhalo1799 6 месяцев назад

    But what if I wanted to make one that’s procedurally generated?

    • @legiongames2400
      @legiongames2400  6 месяцев назад

      Figure out where you want to place the blocks and use the set_cell_item function from the gridmap to place them once you have your algorithm

  • @alexxander7289
    @alexxander7289 2 месяца назад

    version 4.2 Ive been able to over write meshes with no problems.

  • @Anaflexys
    @Anaflexys Год назад

    I follow each step exactly but when I drag the tiles.tres into the meshlibrary resource I dont see any tiles

    • @RandomGuyyy
      @RandomGuyyy Год назад +1

      I had the same problem but fixed it by right-clicking the imported glb files in the scene to "make local" then reparenting the actual mesh nodes to the parent node.

    • @nestorpiedraquesada2954
      @nestorpiedraquesada2954 Год назад

      @@RandomGuyyy Thank you so much, you have no idea how many hours I spent trying to figure it out!!

  • @hvsciverius
    @hvsciverius Год назад

    on "compatibility" renderer, godot wont load my texture :(

  • @bhrenrarevalo7230
    @bhrenrarevalo7230 10 месяцев назад

    I was having a lot of trouble with my character falling through the block platform I made with a GridMap. It took a long time of messing around with things but it turned out that I needed to set my array size to at least 2 for that item in the meshlibrary. Hope this helps someone else.

  • @ragebbop7130
    @ragebbop7130 Год назад

    Awesome vidéo, I'm almost there, it just seems that when I save the mesh library and then import it in the gridmap, only the last mesh is recognized as a bloc ! I can't have all the other meshes available sadly :c

    • @kisihvalur
      @kisihvalur 5 месяцев назад

      i have the same problem, funny how he loves your comment but doesn't answer😂

    • @ragebbop7130
      @ragebbop7130 5 месяцев назад

      @@kisihvalur Damn ! I ended up with a solution with a lot tweaking back in the days, but I can't remember, I'll tell you if I have the time to re check this old project. But tbh I opted for an other solution for my final project but its less beginner friendly (I basically coded a world editor for placing the nodes I created and read the "world" tree later in the game).

    • @kisihvalur
      @kisihvalur 5 месяцев назад

      @@ragebbop7130 I just found a solution, the meshes need to be child of the root node. They need to be the base or the foundation.

  • @PenguinGuy17
    @PenguinGuy17 6 месяцев назад

    none of the tiles show up when i export as a library and import the library into a gridmap

    • @legiongames2400
      @legiongames2400  6 месяцев назад

      What's the node structure of your mesh library scene? What nodes do you have in it?

    • @PenguinGuy17
      @PenguinGuy17 6 месяцев назад

      @@legiongames2400
      something like this
      Root
      StaticBody
      Mesh
      Collision
      StaticBody
      Mesh
      Collision
      StaticBody
      Mesh
      Collision

    • @legiongames2400
      @legiongames2400  6 месяцев назад

      @@PenguinGuy17 Can you try switching it up to
      Root
      Mesh
      StaticBody
      Collision
      Mesh
      StaticBocy
      Collision
      Mesh
      StaticBody
      Collision

    • @PenguinGuy17
      @PenguinGuy17 6 месяцев назад

      @@legiongames2400 oh that fixed it, thank you! thats kinda weird lol but if it works, it works. thanks again!

  • @Punisher1992
    @Punisher1992 Год назад

    when i try to add a fence, the ground gets deleted ? :/

    • @legiongames2400
      @legiongames2400  Год назад +1

      Hey so only one object can be in one tile at a time. try splitting up your fence and your ground into different gridmaps

  • @linrook6459
    @linrook6459 Месяц назад

    Breath?

  • @ElBuhoStudio
    @ElBuhoStudio 7 месяцев назад

    why the collider wont work ?

    • @legiongames2400
      @legiongames2400  7 месяцев назад

      You added static bodies with collision shapes and the collisions still wont work?

  • @otso648
    @otso648 Год назад

    does it just copy the model or does it do something more to it? seems horribly inefficient if it just copies the model.

    • @legiongames2400
      @legiongames2400  Год назад

      Copies it. You can get rid of the original file for when you're shipping the game so I don't think it matters if the data is in separate files or clumped in a mesh library.

    • @otso648
      @otso648 Год назад

      @@legiongames2400 I am talking about mesh/geometry. Not files. In map like in your example, are you expected to have all the overlaping tiles have their full mesh or does it cull the hiden vertices/faces properly?

    • @legiongames2400
      @legiongames2400  Год назад +1

      @@otso648 Gridmaps work by creating multimeshes depending on your octant size setting (8x8x8 in this case). If you enable occlusion culling it culls on a per-multimesh basis so no, not all the hidden faces are culled.

  • @daskampffredchen
    @daskampffredchen 4 месяца назад

    MeshLibrary Import seems to be broken at the moment

  • @YannAbdel
    @YannAbdel Год назад

    Can you make a tutorial on adding hands to your fps game

    • @legiongames2400
      @legiongames2400  Год назад

      Eventually, yes. For now it's ranged enemies next. :D Thank you for watching!

  • @acheronxyz
    @acheronxyz Год назад

    I'm So Fucking Grateful

    • @legiongames2400
      @legiongames2400  Год назад

      Strong emotions. :D Thank you for watching friend! :)

  • @WILDFLAME101
    @WILDFLAME101 Год назад +31

    I like your tutorials but I do feel that you rush passed too many things such as in the beginning where you just casually already have the water shader and world environment setup.

    • @mcben42
      @mcben42 Год назад +23

      I disagree. This is to the point and not wasting our time explaining how to download and install Godot. If you want to learn about environment and water shader, find another tutorial.

    • @legiongames2400
      @legiongames2400  11 месяцев назад +24

      It's not a water shader tutorial

    • @ivensauro
      @ivensauro 5 месяцев назад +3

      You should just ask for a water shader tutorial

    • @devsp7
      @devsp7 4 месяца назад

      I would say that these tutorials aren't for beginners. These are for those people who have crossed beginner level and understand many things and can learn these things easily.I also learned this easily from this tutorial though.

  • @goodchoice4410
    @goodchoice4410 Год назад +1

    Did you win the race?

  • @Eternal_Night17
    @Eternal_Night17 Год назад

    I recommend to create a tutorial how to add like a radio it is a thing and when you walk far you can't hear radio and you can switch the melodies, something like this would be amazing to create

  • @MoogieSRO
    @MoogieSRO 3 месяца назад

    Are you saying "library"?

  • @XXzelcrisXX
    @XXzelcrisXX Месяц назад

    omg this is too fast, but thanks

  • @voidling2632
    @voidling2632 6 месяцев назад

    unfortunately is completely wasted and useless tool. If you want change anything, like changing the collision or add/remove a mesh from your gridmap, you have to delete your grid map and rebuild everything

    • @legiongames2400
      @legiongames2400  6 месяцев назад

      Don't have to rebuild everything. As long as the indices of the tiles are the same you can remove the mesh library resource and re-add it and it will be the same.