Wow. Such clickbait video. Was in for 5min or less, got 4 min or less. Such clickbait. Unsubscribed. In all seriousness, this is a tutorial I didn't know I needed. Thanks a whole bunch.
Is it possible to create Doom-style levels with this? I had the idea of making a game based in a haunted village that acts as a hub world of sorts, and each building leads to it's own level. Is it possible to pull it off all in Godot? Or will I need Blender for it? (Also, great tutorial by the way ^^)
Perfectly posible and I would say farily easy in godot. If you're going for a doom aesthetic be sure to play around with the resolution of the textures in order to achieve the style, I'm not sure what was the size but, it can't be bigger than the ps1. Regarding blender, a lot of the assets used in Doom were sprites, not real 3d models, so If I were in your shoes doing a doom style game I would barely touch blender if at all.
There's two plugins for blender that may help, though. One is LevelBuddy and the other is TextureBuddy. The second one is a companion to the first, so they both come in the LevelBuddy's zip. This is an abandoned plugin, but someone in the comments of its itch.io page seems to have ported it to blender 2.8+. This plugin was actually intended for making doom-style levels in blender, but you can go beyond that if you want. Now, LevelBuddy could use some serious improvements, and it's also not documented, but it can still be helpful. But as I've been experimenting, it seems to me that you can get away with using TextureBuddy by itself. TextureBuddy helps you keep textures aligned in world space, or to fine tune their alignment, density, etc, so you don't have to deal with UVs manually (it also unwraps automatically, so you can extrude a part of your level, and then press a button to get textures aligned on the new faces). It seems to make doing levels in blender quite doable. I'm not sure if you can make too complex levels, though. I'm still experimenting, but so far I'm optimistic. If you're still interested in LevelBuddy, there's 2 or 3 videos around showing roughly how it works. Note, though, that the video by the plugin author uses an unreleased version with some features that you won't have.
Also, btw, you might want to check out Qodot, if you never did. It's a plugin for Godot for importing maps made in Trenchbroom, which is pretty awesome. Qodot is a bit complicated to setup, though, but it's reasonably documented.
@@skaruts +1 for trenchbroom and qodot, that's the method I use for making low poly maps. Though would you happen to know of a script that can duplicate a material for every texture in a folder so I could use some ps1 shaders with qodot and it's "material override" system?
Yes it's refered as vertex snapping and you can only create the effect with a shader. If you don't care too much about that effect then ypu don't need the shader, you can just use godot's material.
You can use the same method we use for the walls, but change the the size of the cube to make it more like a floor tile. For this tutorial tho, I just used a big mesh and added a static body with collision, since I wanted to focus on the walls. If you have more questions or you need help, you can join our brand new discord server: discord.gg/kHcBJQUHx9
Click the play button in the top but you first need a kinematic body so you'll want to take a tutorial on how to make a first person controller for anyone that's reading this
Bro I thought this is just demonstration, thank you so much
Just me or is the audio barely audible?
I'm sorry for that I'll crank up the volume next time
Wow. Such clickbait video. Was in for 5min or less, got 4 min or less. Such clickbait. Unsubscribed. In all seriousness, this is a tutorial I didn't know I needed. Thanks a whole bunch.
@Sean Robison he’s joking, it says in 5 minutes but the video is only 4
But video is 3 minutes 🧐
Great vid
wow, pretty rad . . .
newest godot update fix: line 5 shader: change hint_albedo; to source_color;
Thank you! I definitely need to make an update to this video haha
Is it possible to create Doom-style levels with this? I had the idea of making a game based in a haunted village that acts as a hub world of sorts, and each building leads to it's own level. Is it possible to pull it off all in Godot? Or will I need Blender for it?
(Also, great tutorial by the way ^^)
Perfectly posible and I would say farily easy in godot. If you're going for a doom aesthetic be sure to play around with the resolution of the textures in order to achieve the style, I'm not sure what was the size but, it can't be bigger than the ps1.
Regarding blender, a lot of the assets used in Doom were sprites, not real 3d models, so If I were in your shoes doing a doom style game I would barely touch blender if at all.
There's two plugins for blender that may help, though. One is LevelBuddy and the other is TextureBuddy. The second one is a companion to the first, so they both come in the LevelBuddy's zip. This is an abandoned plugin, but someone in the comments of its itch.io page seems to have ported it to blender 2.8+. This plugin was actually intended for making doom-style levels in blender, but you can go beyond that if you want.
Now, LevelBuddy could use some serious improvements, and it's also not documented, but it can still be helpful. But as I've been experimenting, it seems to me that you can get away with using TextureBuddy by itself. TextureBuddy helps you keep textures aligned in world space, or to fine tune their alignment, density, etc, so you don't have to deal with UVs manually (it also unwraps automatically, so you can extrude a part of your level, and then press a button to get textures aligned on the new faces). It seems to make doing levels in blender quite doable. I'm not sure if you can make too complex levels, though. I'm still experimenting, but so far I'm optimistic.
If you're still interested in LevelBuddy, there's 2 or 3 videos around showing roughly how it works. Note, though, that the video by the plugin author uses an unreleased version with some features that you won't have.
Also, btw, you might want to check out Qodot, if you never did. It's a plugin for Godot for importing maps made in Trenchbroom, which is pretty awesome. Qodot is a bit complicated to setup, though, but it's reasonably documented.
@@skaruts +1 for trenchbroom and qodot, that's the method I use for making low poly maps. Though would you happen to know of a script that can duplicate a material for every texture in a folder so I could use some ps1 shaders with qodot and it's "material override" system?
@@jlewwis1995 I don't know... sorry.
Thanks a lott it really helped me!
can u do like brief tutorial because im new to godot and i dont know even how to apply texture
When I finish my school am gone start learning on this engine maybe I will make 3D gta on ps1
Wow, great! The vsh you are referring to is about rounding to int and getting that jiggling effect?
Yes it's refered as vertex snapping and you can only create the effect with a shader. If you don't care too much about that effect then ypu don't need the shader, you can just use godot's material.
youre missing the warble and affine texture mapping
Any plans to make a Godot 4 version of this? :3
Yes. Is the video for next week actually.
Thanks man
Pretty good video, although, is there any way to get rid of the side black borders?
change resolution
there are problem with lights and shadows
is it possible to make a Sonic R/3D themed game in godot? i would like to see a tutorial of that if that's possible.
thx man
albedo doesnt exist anymore in the Godot 4.0 Beta
I'm gonna have to update this tutorial lol
@@ZombieByte1 please
Can i make ps5 type ?
Use unreal
@@kiyu3229 LOL
@@Xynophod huh why you laughing?
@@kiyu3229 nothing :(
@@Xynophod :(
Am sorry I could be dumb but I'm new to Godot but can I ask how did you do the ground
You can use the same method we use for the walls, but change the the size of the cube to make it more like a floor tile. For this tutorial tho, I just used a big mesh and added a static body with collision, since I wanted to focus on the walls. If you have more questions or you need help, you can join our brand new discord server: discord.gg/kHcBJQUHx9
The shaders doesn't work
It says "failed to open"
rename the shader extensions from .shader to .gdshader
Wheres the affine texmapping though
PS1 graphics NEED affine texture mapping
you didnt say how to actually play or run the project at the end, so for beginners, this tutorial hits a dead end..
Click the play button in the top but you first need a kinematic body so you'll want to take a tutorial on how to make a first person controller for anyone that's reading this
That's not even close.
Get a new microphone!
Haha I did. This video is old. Needs an update.