Using Terrain3D in Godot 4 - Part 1

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  • Опубликовано: 31 май 2024
  • Terrain3D is our high performance, editable terrain system for Godot 4, written in C++. Today the beta version is released.
    Contents
    00:00 - Introduction
    00:39 - Downloading Terrain3D
    01:11 - Running the Demo
    01:59 - Installing in Your Project
    02:21 - Making a New Scene
    03:44 - Building from Source
    03:59 - Getting Help
    04:33 - Preparing Texture Files
    08:04 - Pre-baking Ambient Occlusion
    08:45 - Channel Packing Textures
    10:54 - Converting Smoothness Maps
    11:25 - Converting Normal Maps
    12:44 - Importing Textures into Godot
    13:54 - Managing the Texture List
    14:20 - Texture Settings
    16:27 - Importing Data
    19:09 - Exporting Data
    19:37 - Editable Regions
    20:22 - Conserving Memory
    20:44 - Automatic Regions
    20:58 - Sculpting Tools
    21:45 - Painting Color
    22:54 - Painting Wetness
    Watch Part 2:
    • Using Terrain3D in God...
    Download the plugin:
    github.com/TokisanGames/Terra...
    Join my discord server to chat about Terrain3D or our game, Out of the Ashes:
    tokisan.com/discord
    See pics and details of Out of the Ashes here:
    tokisan.com/out-of-the-ashes/
    Follow me:
    Email List: tokisan.com
    Twitter: / tokisangames
    Facebook: / tokisangames
    #godotengine #godot #gamedev
  • ИгрыИгры

Комментарии • 153

  • @TokisanGames
    @TokisanGames  Месяц назад +9

    Sometimes you need to enable the plugin after install.
    Project Settings -> Plugins -> Terrain3D.

  • @godofdream9112
    @godofdream9112 4 месяца назад +5

    You guys are doing god's work... I don't know why Godot doesn't have the minimalist terrain tool yet.

  • @sporeolegy
    @sporeolegy 5 месяцев назад +20

    This is exceptional, Unreal should pay attention their landscape/terrain system in incredibly clunky in comparison, and there is no way to paint colour over terrain.

    • @tomnuscruisnes
      @tomnuscruisnes 2 месяца назад +2

      I agree unreals terrain editor is a painful painful buggy tool, especially in 5+

    • @KEJGAMER57
      @KEJGAMER57 2 месяца назад

      you clearly have not tried Unreals landscape system much then, I feel like this one still has a lot to add because after trying to switch I am missing tons of features :/

  • @Khytau
    @Khytau 5 месяцев назад +8

    Amazing work and compelling walkthrough, been on godot for years and just figured out difference between tres and res and how easy it is to make dds texture files, thank you so much!
    You should definitely post about the new version release on the godot forums!

  • @_cul8r_
    @_cul8r_ 5 месяцев назад +16

    This is such a well made video! Thank you so much. Eagerly awaiting Pt 2.

  • @johannw7933
    @johannw7933 5 месяцев назад +13

    Thank you this is exactly what I was needing when I needed it.

  • @MM-24
    @MM-24 5 месяцев назад +3

    This is an amazing and awesome effort and resultant work. Kudos to you

  • @isleiff
    @isleiff 4 месяца назад +2

    This is such a well done Tutorial, one of the best I have ever seen

  • @alexk118
    @alexk118 4 месяца назад +3

    Amazing Tool! Looking forward for the second part.

  • @owenlloyd2528
    @owenlloyd2528 4 месяца назад +1

    I am impressed by your tutorial let alone the addon. Good stuff!

  • @badmonkey91
    @badmonkey91 4 месяца назад +1

    Very well made video. Subscribed and waiting for part 2

  • @tarhunza_bugs
    @tarhunza_bugs 4 месяца назад +1

    Very awesome! I've wanted something like this for Godot for quite a while!

  • @learninglearning2
    @learninglearning2 Месяц назад +1

    Amazing work man!! Thanks for doing this and helping the open source community!

  • @Ftradorex-oficial
    @Ftradorex-oficial 5 месяцев назад +1

    Thanks for the video. I really needed the tutorial to download.

  • @goolah13
    @goolah13 5 месяцев назад +1

    I just moved to Godot and was reading up on your project. Many thanks for your efforts.

  • @vast634
    @vast634 3 месяца назад +1

    Nice, I never knew how packing texture channels in Gimp, and also a good tip with ambientcg

  • @sanyi9667
    @sanyi9667 5 месяцев назад +2

    this will become the default terrain system - really good job

  • @user-bl9hq2gf6i
    @user-bl9hq2gf6i 3 месяца назад +1

    I love the opensource community

  • @marc.lepage
    @marc.lepage 2 месяца назад +1

    Very well explained!

  • @DuuhK
    @DuuhK 16 дней назад

    great video sad to see it with so little views, and great plugin thank you for your work!

    • @DuuhK
      @DuuhK 16 дней назад

      what would be the correct way to bake in something like an emission layer? would you just do the same steps as with ambient occlusion?

    • @TokisanGames
      @TokisanGames  15 дней назад +1

      Edit the shader. Read Tips in the docs.

  • @KaletheQuick
    @KaletheQuick 5 месяцев назад +3

    This is really cool! Ive been following Zylann and the Voxel project ever since you made a video on it, but it is really great to see a robust terrain solution for Godot!
    Will there be generators by script, or perhaps a node based system like MapMagic or Zylann's terrain systems?

  • @voc007
    @voc007 5 месяцев назад +1

    Awesome work ! Thank you.

  • @GustjcDev
    @GustjcDev 18 дней назад +1

    Great plugin. Very well done.
    In case anyone prefers, you can also use tools to automatically channel pack your textures.
    You can make a quick batch script to automate channel packing the textures.
    I'm using the portable version of ImageMagick. Here's the command to pack for reference:
    "magick normal.jpg rough.jpg \
    -alpha off -compose CopyOpacity -composite result.png"

    • @TokisanGames
      @TokisanGames  17 дней назад +1

      Thanks. There's also a built-in tool in the Terrain3D Tools menu now.

    • @GustjcDev
      @GustjcDev 17 дней назад

      Oh, I didn't know that. Thanks for the info.

  • @jeremisaarinen8569
    @jeremisaarinen8569 Месяц назад +1

    Impressive addon but also great work on the documentation and video tutorials, it's really professional! I'm especially happy that the latest version added vertex spacing for low poly worlds. Do you recommend low poly worlds use low resolution textures or decreased UV scale (or both)? Part 2 mentions using one or the other, but I have no idea what are the advantages or performance differences.

    • @TokisanGames
      @TokisanGames  Месяц назад

      Probably both, but I'm not targeting low poly worlds so am not an authority on the subject. I'd say try them both out and let actual experience guide you.

  • @tiagofeitosa9815
    @tiagofeitosa9815 Месяц назад

    is there a way to use the sculpting tools in-game for a map editor? I found the class Terrain3DEditor but there was no documentation for it. I tried the function void start_operation(position: Vector3) but that didn't seem to work.

    • @TokisanGames
      @TokisanGames  29 дней назад

      The whole Godot editor is a Godot game. Our editor.gd is a script running 'in game" that you can look at. All of our classes are documented in the online docs. Built in documentation is not possible with GDExtension at the moment.

  • @mattseaton5832
    @mattseaton5832 5 месяцев назад +2

    What if we want an island surrounded by an infinite ocean? Does it make sense to use a 2nd clipmap for the ocean or do you think there's a better solution? I assume we'd have to write our own custom shader in order to use a 2ndTerrain3D node for this purpose.

    • @TokisanGames
      @TokisanGames  4 месяца назад

      Project status page has some water options. Can be just a plane. Two Terrain3Ds might be overkill, but you can try. I'm thinking about adding a paintable water layer that will add a second clipmap above the first. But that's a long way off.

  • @adhdGameDev
    @adhdGameDev 5 месяцев назад +2

    This tool is seriously impressive

    • @adhdGameDev
      @adhdGameDev 5 месяцев назад

      Cliffhanger before Christmas? When part 2? 😂

  • @Chevifier
    @Chevifier 5 месяцев назад +5

    This is probably one of the best terrain systems out for Godot 4 right now. Cant wait to see how you implemented holes which Im sure is difficult and might have edge cases.
    The tool to compose the textures from within Godot would be perfect. At one point I even started looking into making a Gimp plugins to do it but its complicated and not worth the time investment, I never thought to just doing one in Godot which is much easier.😅

    • @mattseaton5832
      @mattseaton5832 5 месяцев назад

      I don't understand how people think they are going to make a full game but can't even make such a simple tool themselves. It is very, very, very simple to pack texture channels in gdscript.

  • @b.p.7875
    @b.p.7875 5 месяцев назад +1

    So, is there any way to 'auto-smooth' heightmap imports? I've tried several heightmaps of different types and they all wind up looking minecraft-blocky because of the topography map increments. If I run them over with the smoothing tool for a couple minutes, they look about like what I would expect a functional model to look like.

    • @TokisanGames
      @TokisanGames  5 месяцев назад +1

      You're probably importing 8-bit maps, which look like garbage. Use 16-bit or 32-bit height maps via r16 or exr as stated in the import documentation. No png or jpg.

    • @b.p.7875
      @b.p.7875 5 месяцев назад

      @@TokisanGames I have a workflow with TerreSculptor 2.0. My heightmap source is PNG only. I can smooth in TS2.0 and export in r16. That's on me for not having proper sources.

  • @ledsvik
    @ledsvik 2 месяца назад +1

    Great job! Btw is there a way to set the max fps while editing? I noticed you have over 1100fps at times which seems a bit unnecessary. Thanks for a great video!

    • @TokisanGames
      @TokisanGames  2 месяца назад

      Settable in Godot, or in your GPU driver, nothing to do with Terrain3D. Read comments on godot proposal 8607. You're not seeing actual FPS. Also look at a monitor like taskmanager to see how much GPU is actually utilized.

  • @johannw7933
    @johannw7933 5 месяцев назад +1

    Regarding how to break up your terrain tiling, there are techniques like texture bombing and tri-planar projection that would make a great addition for a future update of Terrain3D. There are probably videos on youtube on the underlying information, math and what not, about how to make them from a programming standpoint.

    • @TokisanGames
      @TokisanGames  5 месяцев назад +3

      Triplanar projection kills normals in Godot, and 3x more expensive. We're using macrovariation, shown in this video, but will be detailed in part 2. And may implement 3D projection.

  • @cosb7207
    @cosb7207 4 месяца назад +1

    Part 2 coming soon? Really fascinating to see how this handles holes.

  • @e.maleki9927
    @e.maleki9927 2 месяца назад +1

    Hey there! Thanks for the amazing plugin!
    Can you please explain how to use the new channel packer tool? I couldn't find a description of how to use it in tbe docs

    • @TokisanGames
      @TokisanGames  2 месяца назад

      First understand what you need by reading the texture doc and this video. Albedo+Height, Normal+Rough. Then this tool should be self explanatory. Add albedo and height textures to be combined, and normal and rough. Come to discord for help.

  • @sparkworm4846
    @sparkworm4846 3 месяца назад +2

    Hey, I know I'm late, but I really like your editor theme. Is there any way for me to easily get such a theme?

    • @TokisanGames
      @TokisanGames  3 месяца назад

      It's godot-minimal-theme by passivestar on github

  • @scorpi0uk
    @scorpi0uk 11 дней назад

    From a fresh project, how do I get the materials to blend depending on height as per your demo?

    • @TokisanGames
      @TokisanGames  10 дней назад

      Materials blend using the height texture if height blending is enabled (default) and you've put height textures into the files, and you're blending with the spray brush using a moderate value.
      If you're referring to blend based on Y-axis value, they don't. They blend based upon slope using the autoslope setting, which also has a height reduction to reduce by Y axis.

  • @Saint.Martin.
    @Saint.Martin. 5 месяцев назад +2

    you guys are gods

  • @ChowderhoundGames
    @ChowderhoundGames 2 месяца назад +1

    For people having their terrain turn white when they try to add more than one texture:
    Your texture format, as far as I know, must be a BPTC_RGBA png.
    So your reimport settings for the texture you want to use should look like this:
    Mode: VRAM Compressed
    High Quality: On
    Normal Map: Disabled
    Mipmaps Generate: On
    These seem to be the only settings that matter for getting it to work.

    • @TokisanGames
      @TokisanGames  2 месяца назад

      The documentation explains what is needed in detail. BPTC is needed only for the demo because the existing two textures are BPTC. When you create your own project you can put in any textures. The requirement is that all subsequent textures match size and format of the first.

    • @ChowderhoundGames
      @ChowderhoundGames 2 месяца назад

      @@TokisanGamesokay cool

  • @mrpinkdev
    @mrpinkdev 4 месяца назад +1

    perfect plugin

  • @EightNineOne
    @EightNineOne 4 месяца назад +1

    Just looking at the channel packing section, it's kind of a slow process with gimp. Have you looked at a tutorial that does this with something like natron or fusion instead? It's way quicker and you instantly get a reusable "packing rig" for merging channels. I think fusion supports output to .dds as well.

    • @TokisanGames
      @TokisanGames  4 месяца назад

      Never heard of natron or fusion, but you're welcome to use any tool. Making them in gimp is really nbd. We have over 20 textures in OOTA.

    • @EightNineOne
      @EightNineOne 4 месяца назад

      @@TokisanGames they’re both nose based compositors, natron is open source and fusion you can get for free as part of davinci resolve :)

  • @MeshVoid
    @MeshVoid 5 месяцев назад +1

    Awesome!

  • @Chevifier
    @Chevifier 5 месяцев назад +1

    Will the TextureSetup tool be a part of the Terrain3D plugin or a separate plugin?

    • @TokisanGames
      @TokisanGames  5 месяцев назад +1

      Channel packer will be included

  • @martinhyben7047
    @martinhyben7047 5 месяцев назад +1

    Could you please mention how to edit the terrain on runtime including the collisions in some of your future videos? Otherwise amazing work! Thanks

    • @TokisanGames
      @TokisanGames  5 месяцев назад +1

      It's not designed for runtime modification and isn't trivial. It can be done the same way our editor does it, but it requires adequate programming skill. If you aren't at the level of being able to look at the code, review the API, get the maps, modify them as images, put them back and force regeneration, then you're better served using Zylann's voxel terrain which is designed for realtime modification.

  • @katkazam5246
    @katkazam5246 4 месяца назад

    Anyway to turn the terrain into a mesh? I am trying to get simple grass textured to work with it or actually any scattering tool but they all need a mesh for it to work.

    • @TokisanGames
      @TokisanGames  4 месяца назад

      No, they need collision to work, which I talk about in part 2. Enable debug collision.

    • @katkazam5246
      @katkazam5246 4 месяца назад

      @@TokisanGames Thanks for replying so quickly but not too long after writing this comment I found a different plugin that had everything I needed for my project plus more.

  • @CanadeIan
    @CanadeIan 4 месяца назад

    When I first open the imported project, all of the world is missing. I just see a stone wall and some mountain. It's like something didn't import properly but I'm not sure how to check what.

    • @TokisanGames
      @TokisanGames  4 месяца назад

      Carefully check you did each exact step I showed and written in the docs. Read the console as I said and review the troubleshooting docs. If you're on macos you probably need to build the plugin yourself. Come in to discord for support.

  • @sigitsatriap6505
    @sigitsatriap6505 5 месяцев назад +1

    finally , btw how to show the CPU and GPU time at the right corner of the editor ?

    • @ijidau
      @ijidau 5 месяцев назад

      In the top left of the viewport where it says 'Perspective' click on the more menu and enable 'View Frame Time'.

    • @sigitsatriap6505
      @sigitsatriap6505 5 месяцев назад

      @@ijidau thanks !

  • @cyzaine
    @cyzaine 2 месяца назад +1

    2ish months later, was channel packer released and included yet?

  • @ChichiKugel
    @ChichiKugel Месяц назад

    Can you help me? When inserting the textures I get error messages: "Texture ID 2 albedo format: 19 doesn't match first texture: 22"

    • @TokisanGames
      @TokisanGames  Месяц назад +1

      It tells you the exact problem. All textures must be the exact same format per the docs. Your albedo texture format of the third set (ID 2) doesn't match the first (ID 0). You can lookup formats 19 and 22 in the Godot Image docs. We can help more effectively on discord.

    • @vranigavrani
      @vranigavrani Месяц назад

      @@TokisanGames I have the same problem as him but i used exactly the same settings that you have shown here, tried with both png and dds it gives same result.
      When i try to use it in new project it works without problem.

    • @TokisanGames
      @TokisanGames  Месяц назад

      @@vranigavrani Then you have the same cause for the problem. You've added a new texture that doesn't match the existing format. If you are adding textures to the demo, they are currently using BPTC, not DXT5. You can see that in the inspector, and the Import settings. Check HQ on the import panel. Read the docs and come to discord for help.

    • @vranigavrani
      @vranigavrani Месяц назад

      @@TokisanGames
      I misunderstood at the first i tho my texture is the problem but after some time i figured it must be Godot import settings. Thanks man, after some tweaking in import settings i got it to match existing textures and it worked.
      Great tool, going to try build something out of it and see how it goes.

  • @SovereignVis
    @SovereignVis Месяц назад

    When I try to add in Terrain3D to my own project it doesn't show the textures tab at the bottom where you can add in new textures.

    • @TokisanGames
      @TokisanGames  Месяц назад

      Enable the plugin in project settings. Listed in the Installation instructions.

    • @SovereignVis
      @SovereignVis Месяц назад

      @@TokisanGames Yeah, I started a new project, and it is showing up now, but its not letting me paint any texture onto the white terrain.

    • @TokisanGames
      @TokisanGames  Месяц назад

      @@SovereignVis Come in to the discord server for help. And look in your console for error messages.

  • @JStace
    @JStace 3 месяца назад

    im having an issue that when i try to add a second texture to my texture list it all goes white.

    • @TokisanGames
      @TokisanGames  3 месяца назад

      Look at your console. It probably tells you that you're using inconsistent formats or sizes. Then read the texture docs that tell you the specs that must be identical.

  • @chimingito
    @chimingito 5 месяцев назад

    do you support importing a splatmap to assign the materials on the terrain?

    • @TokisanGames
      @TokisanGames  5 месяцев назад

      Not at the moment. Only heights or color (satellite). The system doesn't use splatmaps at all, so would need code for conversion.

    • @chimingito
      @chimingito 5 месяцев назад

      @@TokisanGames hmm I see, is there any plans to be able to import masks of some kind? I use gaea for terrain generation and it would be cool to be able to import flow maps and things like that.

    • @TokisanGames
      @TokisanGames  5 месяцев назад

      @@chimingito I have other higher priorities for my personal task list like this beta release. Other people have needed things and implemented them like navigation generation. It's a communal project, so if someone needs it bad enough, they'll implement it. Understanding and importing proprietary, 3rd party control maps is a very niche use case. Someone has to implement it separately for gaea, world machine, unity, unreal, etc.

  • @ThantiK
    @ThantiK 5 месяцев назад +1

    Ohhhhh yesssssss

  • @acollsen
    @acollsen 3 месяца назад +1

    This is exactly what I have been looking for. Any way to donate to you guys?

    • @TokisanGames
      @TokisanGames  3 месяца назад +2

      You could wishlist and buy our game when it comes out in a long while. In the meantime, I appreciate following and sharing here, twitter, and discord.

  • @warsin8641
    @warsin8641 5 месяцев назад +1

    I'd like to be able to grab whatever texture is at xy so I can make footstep sounds but damn I love holes!😍

    • @TokisanGames
      @TokisanGames  5 месяцев назад +1

      Use the get_texture_id function in the API. It returns the base id, overlay id, and blend value as a vector 3 for you to interpret.

  • @NicCrimson
    @NicCrimson 2 месяца назад

    How would you use the Metalness map?

    • @TokisanGames
      @TokisanGames  2 месяца назад

      I wouldn't for terrain. It's a waste of vram. But you can look at tips in the documentation.

  • @sesshomaru184
    @sesshomaru184 3 месяца назад

    How can I define the size of the map? I don't want it to be too big.

    • @TokisanGames
      @TokisanGames  3 месяца назад

      Set world background to none. Look at Tips in docs.

  • @ervr4
    @ervr4 2 месяца назад

    is there any way to make this work with compatibility renderer?

    • @TokisanGames
      @TokisanGames  2 месяца назад +1

      The documentation has a section for mobile/web. Opengles support in gd4 is lacking features. We can't support it until Godot builds out opengles.

    • @ervr4
      @ervr4 2 месяца назад

      @TokisanGames oh okay, thank you for your response! Also, sorry for asking on two videos 😂 I must have gotten confused

  • @MrJohnnyImba
    @MrJohnnyImba 5 месяцев назад

    This is such a great piece of software! Is it possible to create low poly terrain with a color / texture per face? Any ideas how to approach that?

    • @TokisanGames
      @TokisanGames  5 месяцев назад +1

      For a low poly look, you can start with low res texture and or very low uv scale on the texture. Then nearest texture filtering in the material. Or custom shader with lighting per vertex or flat shading on the normals. Will take some experimentation with the shader.
      If you want a different color/texture per face you'll need to rewrite the custom shader.

    • @MrJohnnyImba
      @MrJohnnyImba 5 месяцев назад

      @@TokisanGames Thanks! Maybe it’s too much to ask for but perhaps you could throw a minute about this in the part 2 vid or is it too specific?

    • @TokisanGames
      @TokisanGames  5 месяцев назад

      @@MrJohnnyImba It already has a section on nearest filtering and low uv scale. However, for the other things I said you will have to experiment to find the look you like by programming the shader. I won't get into that.

  • @JustAnotherAlchemist
    @JustAnotherAlchemist 4 месяца назад +1

    Cool tool. I'm interested in how this can be leveraged for procedural world generation. As it stands, it looks like making any world is going to be painfully manual. Would be fantastic if a script centric API was provided.... though I suppose I could just be less lazy and look at the code for this myself.

    • @TokisanGames
      @TokisanGames  4 месяца назад +1

      Indeed. There's a code generated demo, and a noise library built into the engine so you can procedurally generate a world right now.

  • @eddiej.l.christian6754
    @eddiej.l.christian6754 5 месяцев назад

    Can you recommend a good Multiplayer Day/Night/Weather system?

    • @TokisanGames
      @TokisanGames  4 месяца назад

      We'll release a day/night system in a few months. Time is managed by a variable, which you can sync yourself.

    • @TrizZzle
      @TrizZzle 3 месяца назад

      @@TokisanGames Are you going to release each system you created for Oota? 🤔

    • @TokisanGames
      @TokisanGames  3 месяца назад

      @@TrizZzle No, we don't have the capacity to maintain and support them all for general use.

  • @WolfxE1998
    @WolfxE1998 4 месяца назад

    Is part 2 still being made?

    • @TokisanGames
      @TokisanGames  4 месяца назад +1

      Almost done. Tutorial videos take a long time to explain things well.

  • @Red_Fox_Miro
    @Red_Fox_Miro 5 месяцев назад +1

    me like because u good videos

  • @radthadd
    @radthadd 4 месяца назад

    I'm using Godot 4.2 and the inspector won't accept any of my textures besides the Godot icon :(

  • @vitisom5371
    @vitisom5371 3 месяца назад

    does LOD work with this Terrain3D system?

    • @TokisanGames
      @TokisanGames  3 месяца назад +1

      It's a clipmap terrain. LOD is built in. See the architecture in the docs.

  • @zrw-xc9hy
    @zrw-xc9hy 2 месяца назад

    Hello, how can I get the exr and r16 files in the video

    • @zrw-xc9hy
      @zrw-xc9hy 2 месяца назад

      This is very important to me

    • @TokisanGames
      @TokisanGames  2 месяца назад

      You get exr or r16 heightmaps from other third party tools and import them here. Or you can draw your own terrain here and export them. Read the import/export document.

    • @zrw-xc9hy
      @zrw-xc9hy 2 месяца назад

      Can you give me the URL of a third-party tool? Thank you very much.@@TokisanGames

  • @PastaMaster115
    @PastaMaster115 Месяц назад

    I have never been more overwhelmed than trying to understand this texture packing process. Why aren't there libraries of texture packs ready to go? Also I really don't want to have to download GIMP. I haven't used GIMP since I learned Photoshop.

    • @TokisanGames
      @TokisanGames  Месяц назад

      Frankly it's such a common gamedev practice across all engines that it behooves you to learn it. Every 3D model or asset pack you've bought or downloaded has come with channel packed textures.
      Photoshop doesn't handle alpha channels well, but there's a built-in tool for packing in the Terrain3D Tools menu. Texture packs come as individual files so you the gamedev can pack them how you want for the material you are creating. Our selection of maps and packing is different than might be used in another environment. It's not the texture creator's job to guess how you want your textures packed or pack them 5 different ways to cover every possibility. It's a reasonable expectation that the gamedev will spend 2 minutes and pack them as they need.

    • @PastaMaster115
      @PastaMaster115 Месяц назад

      @@TokisanGames I'll just have to do it a few times to get used to it. I'm just glad there are tutorials like yours that put it in plain English for people like me. Thanks so much.

    • @TokisanGames
      @TokisanGames  Месяц назад

      @@PastaMaster115 Use the built in tool in the menu, now that its available.

  • @disguisedostrich
    @disguisedostrich 2 месяца назад

    it does not work for me the texture lists do not show up on my project no matter what i try

    • @TokisanGames
      @TokisanGames  2 месяца назад +1

      Did you enable the plugin? Read the written installation instructions.

    • @disguisedostrich
      @disguisedostrich 2 месяца назад

      @@TokisanGames ahhhh ok I'll try again tomorrow

  • @Sorshx
    @Sorshx 4 месяца назад

    Does it work on mobile phone?

    • @TokisanGames
      @TokisanGames  4 месяца назад

      Mobile platforms are experimental and need work and testers.

  • @iyadahmed3773
    @iyadahmed3773 Месяц назад

    can we paint trees?

    • @TokisanGames
      @TokisanGames  Месяц назад +1

      A foliage instancer is currently in development. The docs/project status offer 3rd party tools in the meantime.

  • @samlewis2426
    @samlewis2426 4 месяца назад

    Soooo my project doesn't have an "Add-On directory" which is... frustrating, what is more frustrating is that tools like this don't inherently exist inside of the program, without me having to dig around online for some plug-in that doesn't function, and has no further steps than "look for a folder that's buried and just copy the plug-in right into it, into a folder that... doesn't exist for you lol" Idk. Did I just miss a step or something? Would be nice if the engine had an actual tutorial, because it's built like it was made by toddlers, and every tutorial is kinda... ass.

    • @TokisanGames
      @TokisanGames  4 месяца назад

      Just make a folder called "addons" in your project folder and copy terrain_3d in there. Or just copy the whole addons folder from the download. The working demo is there for you to analyze and learn from to setup your own project.
      I can't help you with your complaints about Godot's design choices or other tutorials.

    • @rostenross
      @rostenross 4 месяца назад

      you should create an addon into your proyect settings -> plugins -> create new pugling and gotodo do all work, then delete the puglin created and copy paste terrain3d folter into de new folder called
      addons

    • @todkahler2092
      @todkahler2092 3 месяца назад

      That was a lot words for "I'm incompetent"

  • @nort9689
    @nort9689 5 месяцев назад

  • @sashax2845
    @sashax2845 7 дней назад

    why ist still just pain in 2024

  • @spideyempire4110
    @spideyempire4110 Месяц назад

    Bro what is this out of the ashes

    • @TokisanGames
      @TokisanGames  Месяц назад

      Out of the Ashes is an adventure game we are developing. Look at the channel for a development trailer from a few years ago.

  • @GrimeTimeGamer
    @GrimeTimeGamer 2 месяца назад

    why do we have to do soo much just to get a texture into this game engine? what are the other options? I'm coming from unreal engine 5 and this is total BS godot....

    • @TokisanGames
      @TokisanGames  2 месяца назад +1

      It wasn't Godot's choice, it was mine. In UE, you spend time wiring up texture channels to create your material. Here you spend that time directly packing the files. Every game engine uses channel packed textures, and every gamedev needs to learn how to do it, for far more than terrain. We've had a built in channel packer for months so you don't even need to use Gimp. If you can't be bothered to spend the 2 minutes and are going to be rude, use one of the other inferior terrain systems, write your own, or use UE5; it's a great engine.

    • @GrimeTimeGamer
      @GrimeTimeGamer 2 месяца назад

      ​@@TokisanGames Im happily using heigh terrain with zero issues and drop in textures. lol sorry if i came off grumpy.

  • @anapa_raion
    @anapa_raion 28 дней назад

    don't work in godot 4.3 dev6

    • @TokisanGames
      @TokisanGames  28 дней назад

      Core devs often break the engine during development. 4.3 is not supported until it is stable. Development branches are only for advanced devs capable of self support. This is likely due to clayjohn inverting the depth texture.