Creating Godot Terrain in Minutes
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- Опубликовано: 25 янв 2023
- While the Godot Game Engine doesn't come with Terrain tools out of the box, there are some excellent plugins available. In this tutorial we're going to show you how you can create terrain in Godot using an addon, in about 10 minutes.
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Reference for future viewers - the Godot team has already announced that Godot 4 will have an official terrain plugin, and they're working on creating it in the 'Implement Terrain' proposal (issue #6121).
im on 4.0 and i dont see any plugin?
@@savakujundzic the first proposed plugin is still in alpha, however it's already stable: ruclips.net/video/Aj9vWIEaFXg/видео.html
@@KillahMate ahh thank you
oh hell yeah, thank you
What a great little tool. Thanks for showcasing this!
This channel has come so far, it seems only yesterday that you wouldn't even try to pronounce "foliage" and now you do it without even thinking about it!
ngl I kinda would wish that there would be one for Godot 4 or atleast that Godot adds it someday as an inbuild feature, since like...most 3D games need Terrain actually to some degree ig
There already is one plugin for godot 4 written in C# and it will be converted to the godot core
They already said about the terrain system why they're not built-in to the editor!
Forget about the Terrain, you can make a ton of games with cars because VechicleBody is much more important hence they included those into the engine. So have at it!!
O3DE in next release will have it, as it's ready in dev branch.
@@charlieking7600 hopefully ngl
Hoping someone create something similar for Godot 4. I've used this plugin on 3.5 and loved it!
I've never had trouble with terrain, but now the process will be even easier.
Neat! Congrats on 200k!
A good terrain editor is a must. No matter if this will be implemented in the core, as an addon, or maybe as a separate Godot version to download.
Unity's terrain editor is quite terrible but at least they have one and you can do whatever you want with it at runtime via code.
This is the biggest part Godot is missing right now and without it, I don't think Godot will move any further to be the modern 3D game engine it wants to be.
Unity's is shit, you said it yourself. And you are forced to use all sort of third party tools to work with it. So not having any terrain tools included isn't much of a difference.
Isn't the terrain in unity is a package itself ( you need to download then use it) what the difference with godot terrain in the video, also it can download via the AssetLib tab, not just git clone bruh? You talking nonsense.
@@neil_from_future afaik there is an in-built Terrain Editor, but then you can add the Terrain Tools package that comes with extra tooling for the Terrain system
@@Hydralyph damn, well godot 4 is make terrain tool as an addon. Because not everyone is gonna do terrain things.
I prefer plugins, the issue I have with unity is that the new plugins conflict with the old and never updated built in systems that you can not remove.
Love the tutorial interesting to know about
I'm using that for a small project, it's fairly good, just the detail layer causes problems with Alpha, it messes the rendering up when I paint grass. If I add the same grass as regular object or MultiMeshInstance it works fine.
It's so fun trying to figure out if a tut is for Godot 3.x or 4.x
tell me about it XD best fun of my life ...ffs
I've been using this plugin for a while in Godot 3, but I'm really waiting for it to get ported to Godot 4.
That is really cool.
It's a good plugin and is available for 4.1 now. The problem I'm having is that the terrain collision isn't working very well for physics heavy VR projects. I think it's using the built in Height Map Collider node under the hood, again I think. Things in solid colliders seem to work fine and will be pushed back well enough, but the thin collision of the terrain collider lets things fall through too easily. This is probably a problem more with the new Godot physics engine, so it's good for beginners to know that they removed the Bullet engine in 4.x, leaving only their fairly beta proprietary engine, and haven't really solved these kinds of issues with physics, except that it's easier to implement a plugin based physics engine. I'm going to try the Jolt plugin (I think that's the only one so far that seems to replace most features) and see if that helps any.
God, I went insane trying to figure this out in blender. Laptop slowed to a crawl. I am so using Godot to handle several aspects of a film I want to make.
What about Godot 4.x? Is there any plugin or ist this plugin going to update when Godot 4.x is out?
Not atm, but there’s people working on a terrain system for godot 4 as an addon. And they might make an official plugin for terrain in the future.
Oh didn't know there Terrain builder. Still it nice there people working on building their own plugins.
That s great thanx
This super plugin!
Hi, how do you add collision to this terrain? Or just generally....
Question from a newbie. If I’m building a game that will have many scenes to make a larger map. Can I use the terrain tool on the entire map or do I have to do it one scene at a time?
i use trimesh to create coliishon for terrain but it too cause heavy and slow. do you have which way to generate lighter?
How do I fix the holes I accidentally cut? Also the second colour, which is meant to be for sand, is giving white colour, even in your video, even though it's supposed to be brown. How is that supposed to be fixed?
dude... the programmer always gets the crazy jacket... so funny... we really made programming and coding a legit chill job, just with a jacket... super cool strat... worked out!
What??
I have a problem, does anyone know why when I want to import a texture I get "albedo texture is missing in slot"?
I would love to find a Godot based program that is something like Aurora engine and toolkit from NWN. More DM mode vs raw game engine.
Does Godot really needs a terrain editor? You can make terrain in Blender using procedural noise maps and displacement modifier, then sculpt the rest and import into Godot. Also there's specialized terrain creation tools like World Machine and Terragen.
Do you ever opened Unreal Editor? Try it. Will see how the REAL game editor should work.
Making "mesh" for terrain is 1% of the whole work needed. Water, foliage, fx, wind, LODs etc how you add it in Blender?
can't import textures "could not save image slot0_albedo_bump.png, [12]: File Can't open error"
wanted to stop using unity so i'm trying out godot but it seems like it just simply does not work.
It makes errors when i try to enable the plugin and wont let me use it.
zylann heightmap plugin wont load on 4.1.1. and why does my texture import fail with the same textures set ?
I had the same problem. I think you have to close and open the project again
the downside is zylanns terrain plugin only supports a single terrain...there is actually another one being worked on for the 3.x releases and juan has started woring on how terrain will be made in 4.x releases...
Honest question though why use Godot over something like Unreal or Unity? I do not know the pros/cons of it
Pro: free
Con: free.
Mike, you actually pronounced "foliage" correctly!
AI driven Mike avatar. The real one is at home taking a nap.
this seems cool and okay, but this is just a test. When you try to use it for making a game itself, this becomes useless. You cant bake lights in this terrain. Also a bunch of bugs when you try to use it for dev. It would be better if they make this terrain built in and official.
Built in will mever happen. But maybe they'll make an official addon.
Thx for the info ... might as well go make everything manually in Blender and merge the terrain pieces in Godot
what about godot 4 ?
Thanks for this ima lit make a game with 1 player and 1 mob and you gatta kill it then thats it :) never gunna try to make a game agen
ha... I did that like a year ago...
Links
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did you forget to pin this?
I see in comments that people cant understand the difference between "level mesh" and "terrain system". Terrain system must include
1) level streaming,
2) dynamic LOD generation.
3) dynamic weather effects,
4) water system (water must flow, do you know it?).
5) foliage system
6) "multi layered material system" to naturally blend different surfaces.
Where it all in Godot??? If you add some editor to paint hightmaps - it will change nothing. The essential parts are missing in engine core. Without it, you will make 1 room games like 20 yrs ago.
Godot 3.5
Or godot 4
still a half assed engine lol
I would switch to Godot, but i don't like python
gdscript is not python...
And you can write using a bunch of different languages: C#, Rust, Haxe, the list goes on
There are a few reasons for someone not to use Godot but language isn't one of them bro! There's probably no engine that supports as much languages as Godot does.
@@plainshades and also GDScript 2 is so much better :)
It doesn't use python, but does support many languages including C# and C++.
try hard click bait
This tool from Zylann is great... But I recommend his voxels tools more. At least they're supported in Godot 4.
Oh, his voxel tools are godly, it supports raymarching.