Thanks Ditzy. By far the most succinct video I've seen on the topic I'm the reverse-engineer type of learner (might be giving myself too much credit) so I appreciate videos like these!
Thanks for the great tutorial. You didnt go too indepth but I honestly prefer it this way since I can just look up the details in the documentation. Definitively earned a sub from me.
Would you be willing to make a version of this tutorial for Godot 4? Several important parts of this seem to have changed in the new engine version and I'm struggling to figure them out.
well i gave it my best attempt to translate this to 4.0 but i dont know how to code the set get :( i have working code for HP from another game but i need more than the @export on it :(
@tool instead of tool (at the very top of the script) @export var generate_mesh: bool: set(val): generate_mesh() I'm not sure the variable and function name can be the same in Godot 4. I usually call the variable something like "generate_mesh_button"
In godot 4, the SurfaceTool indexes the vertex array automatically. Essentially, vertices with same position are merged and so too are the normals on those vertices. I'm not positive it will work, but try calling deindex() on the SurfaceTool right before calling generate_normals().
I always find it so wild how in a year or twos time something like this can become entirely irrelevant, theres people in here praising it so obviously it's just the updates.
Hm, I think this should be what I need for my game that shall generate a terrain after hitting play in the menu... hopefully ;D Can you set something like a random seed to generate the terrain?
it says it has ten errors on mine I don't know how to fix it does anybody? I think its the "tool" thing. I checked it over for a while I can't find the problem, I thinks it's me or something.
@@TriviaQuizocity Are you planning on updating this for Godot 4? I like how concise your stuff is but think I'd rather adapt a C# tutorial than try to figure out GDscript v4 rn lol.
I have never encountered a more to the point tutorial. The right amount of information. Thank you very much!
Thanks Ditzy. By far the most succinct video I've seen on the topic
I'm the reverse-engineer type of learner (might be giving myself too much credit) so I appreciate videos like these!
Glad you liked it!
Ive been trying for so long and its that simple? Thanks so much!
Love you i couldn't find this anywhere thanks
What changes did you make to port it I can’t seem to even load the mesh lmao
Thanks for the great tutorial. You didnt go too indepth but I honestly prefer it this way since I can just look up the details in the documentation. Definitively earned a sub from me.
You're welcome! I'm glad you appreciate that.
And thanks for the sub!
Why is your code font so small? its super hard to see without switching to a really high resolution so it buffers a lot, and then zooming in.
Fantastic video. Thanks
I found the solution I deleted on line of code and it worked surprisingly.
1:50 Did I hear a "zed" in there? Seems like there are a few Canadian Godot creators around.
wow i took the long route and used array meshes to make every vertex and triangle! this is way easier!
Hey, how to shade the terrain flat (like blende r would do if you shade it flat)
thanks!
Would you be willing to make a version of this tutorial for Godot 4? Several important parts of this seem to have changed in the new engine version and I'm struggling to figure them out.
I have a few other things on the go. But I'll add that to the list!
Great video! Subscribed…
Hey thanks Clinton!
Really awesome stuff, maybe you could explain slightly more why you are using those functions, like collisions!
Thank you. Do you mean the create_trimesh_shape() function?
well i gave it my best attempt to translate this to 4.0 but i dont know how to code the set get :( i have working code for HP from another game but i need more than the @export on it :(
@tool instead of tool (at the very top of the script)
@export var generate_mesh: bool:
set(val):
generate_mesh()
I'm not sure the variable and function name can be the same in Godot 4. I usually call the variable something like "generate_mesh_button"
Great tutorial! Very useful thanks! Next time however can you use ctrl + '+' to zoom in on the code?
Thanks!
And yes lol That's the number one piece of feedback I get
Isn't gdscript too slow to this task? It won't take a huge hit in performance?
Nice tutorial!
God
How did you make last seconds where whole surface shaded in that low-poly way and not smooth?
In godot 4, the SurfaceTool indexes the vertex array automatically. Essentially, vertices with same position are merged and so too are the normals on those vertices. I'm not positive it will work, but try calling deindex() on the SurfaceTool right before calling generate_normals().
would love if you could do this with GDscript
I always find it so wild how in a year or twos time something like this can become entirely irrelevant, theres people in here praising it so obviously it's just the updates.
Hm, I think this should be what I need for my game that shall generate a terrain after hitting play in the menu...
hopefully ;D
Can you set something like a random seed to generate the terrain?
can you update the code for 4.3?
of maybe redo the tutorial for 4.3?
im learning godot and this is super interesting thank you!
it says it has ten errors on mine I don't know how to fix it does anybody? I think its the "tool" thing. I checked it over for a while I can't find the problem, I thinks it's me or something.
are you using godot 4, If you are and you copy something from godot 3, you'll get a bunch of errors.
@@TriviaQuizocity Are you planning on updating this for Godot 4? I like how concise your stuff is but think I'd rather adapt a C# tutorial than try to figure out GDscript v4 rn lol.
@@TriviaQuizocity I'm using 4.2.1 im going to try it again, ill tell you if it works.
code updated in my comment
yo can use obs as the screen recoerder btw
godot 4.2? setget doesnt exist anymore
Ikr I just found out😭😭
Its changed in godot 4 break it up into 2 pieces
Set and get are seperate methods now
code updated in my comment