Just bought it. Currently working on a complete 2D game, but when that is finished, I finally want to do the switch to 2.5D (low poly 3D with 2D sprites) and this seems like the perfect tool for exactly that look that made the PS1 era so magical.
You're welcome! If you need any help with anything, just let me know. There's also a crocotile discord server where people hang out and can give advice too.
Came here to see, how to import to Godot, learned hat import-scripts are a thing. That's pretty awesome. I think with this, we could make custom import hints, for example to attach light-source to fire-tiles or trap-nodes to spike-tiles (however we might define a "trap-node"). Thank you.
I'm new to Godot and Crocotile. Thanks for writing this program :) QQ here, is there an easier way to get access to all individual tiles as separate meshes? I'm trying to avoid creating individual meshes in post processing because I think this is something that must be possible, I just don't know how. Use-case is similar to a 3d Gridmap, I think, where I may want to be able to manipulate things at a tile level.. maybe get it's position and create a mesh on top on demand or another effect from the game Thanks again!
If you're comfortable using Godot gdscript, you could write some code that scans the mesh and figure out which tile is which probably. I've done similar things, so I'm pretty sure it is possible, but it isn't simple. Alternatively, you could perhaps add some placeholder objects in the crocotile scene and then export the scene data and use the data to determine where to create meshes and things like that. I guess it depends how complicated your plans are though.
Hello. I have been messing around with Crocotile, have built a town level, and have some questions now that it is done. These questions are related to Godot and features I am used to in Godot, so this seemed like a good video to post them on. I really love the software regardless so keep up the good work. 1. Is there an easy way to box-fill a bunch of identical tiles? like if I have a large flat field and just want to fill it with a repeating grass tile. In Godot's tilemaps I can box-fill with ctrl+shift+left click and drag, I can box-erase with ctrl+shift+right click and drag, and I can create a line by shift+left click and drag. These features would speed things up a lot in larger/more open levels. 2. I would like to request a way to make the free look work like Godot as well. In Godot free look is on while right click is held, WASD moves around, Q/E up and down, which is how your free look controls minus the right click part. I request a way for free look to be enabled so long as right click is held. Currently is is toggle on/off only and cannot be mapped to right click. Thanks
Hi there, thanks for the questions. I'm glad you are enjoying the program! Regarding the first question, there aren't any ways to place down multiple tiles as you describe, but it is something I'd like to implement. I'm not sure when exactly I'll get to it, but it is on my list of things to implement. There is a way to repeat a texture across a tile, but you'd end up with just one large tile, but thought I would mention it. As for the second question/request. That sounds interesting. I'm wondering though how it would work in Draw mode since right-click is used for erasing tiles. Also in edit mode, right-click opens the context menu, though there is a key that can be used to open that. I guess my main concern is how it would interact with the draw mode's erasing process. Edit: actually it looks like the erase action can have a key assigned with it.. so maybe it is doable.. I'll have to look into it some. Maybe it can be implemented.
Thanks for your reply and your consideration. Another idea I would like to submit is for autotiling. If you know what I'm referring to, please ignore this brief explanation. Selecting a series of tiles to use as a context-sensitive brush, where tiles are automatically placed based on the context of adjacency. I have used this feature extensively for 2D level design, and the degree to which it speeds up level creation is unbelievable. Your program with this feature is my ultimate dream.@@Crocotile3D
Thanks- I plan to look into auto-tiling and see if I can get something to work. It has been suggested by others recently as well, and it is something I want to implement. I'm not yet sure how simple it will be to implement in 3d but I plan to explore it.@@brunch1572
Yes if you add a suffix to the object names in Crocotile, such as -col , -colonly, etc then when you import it will automatically add the collisions.. You can see me do this in this video in the "Adding Collisions" section that starts at 5:35. You can find out info here on the godot documentation: docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.html
If you use the gltf or glb formats, you just have to make sure the vertex colors checkbox is checked when exporting and then when you import into godot it will use the vertex colors.
Thank you for this! I wonder if you could do tutorial on exporting rigged models with animations to Godot, would be cool to see. For example, hands with FPS controller if it's not too much. Thanks again for what you're doing!
I haven't done much animation work yet. I'll probably get to some animation stuff in the future, but I need to work towards it and get more comfortable. I plan to do some videos on creating a character model. Depending on how that goes, I might do a video on rigging it and handling some simple animations. Thanks for the suggestions!
Last time I've used it, I had written off Crocotile because when I imported my scenes into Godot, there were seams inbetween tiles that weren't fixed by merging vertices. Today I wanted to try it again and the same thing happened. This effect is VERY obvious in my low resolution project as I can see single pixels flickering between tiles. I've looked a little closer and those aren't actually gaps. It's very tiny strips from neighboring tiles on the tileset. I would love to use Crocotile, but I have no idea how to remedy this.
That occurs because the pixels bleed across the uv seams. This is a common issue with 3d rendering. It becomes more obvious if you are using anti-aliasing in your renderer or some filtering on your textures, since it will blur things and cause the colors to to mix across the uv seams. It also occurs due to floating point number innaccuracies I think. I wrote a bit about the issue here and how to solve it: www.crocotile3d.com/guide/waterfall/waterfall.html#anchorbleedingpixels Basically you'll want to ensure the pixels outside the uv seams match the pixels within the uv seams. You can do this manually (there's also an "Add Padding" action in the UVs panel when you right-click the canvas and goto Painting > Add Padding. It will add padding around any selected UVs(make sure to have the uvs selected first).. There's also a "Tile Spacing" box in the Export panel, if you want an automated way to add it to your tilesets when you export, though this assumes all your tiles on your tileset will be square and also the same size I think. Hope this helps!
@@Crocotile3D Since I wrote this, I actually thought about putting every texture in its own file, which would work fine, I think. I wish Godot was handling this better or had a special low resolution/low poly mode, but I guess I can't really complain. I really really REALLY appreciate what you've done there with the export panel. For me, this essentially puts complicated connected textures back on the table, which would have been a pain otherwise. I think I can definitely work with those limitations. You've been an amazing help, I wish I had asked sooner. Thank you for all your hard work making Crocotile.
Ahhh.. There is more to this I didn't consider, it doesn't simply create a new image with padding inbetween tiles. HOWEVER.. I think it shouldn't be too big of a problem getting some setup to make it work. I WILL FIND A WAY!
im new in godot and Crocotile, i want that my model can be affected by the lights of godot, how i can do it? my model have the same settings and it isnt affected by lights
Here is a video I made showing how to import animated tiles to godot.. it's a bit old though and I need to create an updated, better version: ruclips.net/video/TozJ2k0-xmc/видео.html You can find some other videos going over how to do animated tiles in Crocotile on this channel too.
@@Crocotile3D thanks a ton! Crocotile looks amazing!!! I'm just learning godot but I want to make a low poly game and this looks so helpful! Thanks for the link :)
There isn't enough Crocotile in my life, can't wait to get back to doing 3D games, this is amazing 😍
this video made me realise how cool and practical crocotile seems to be :o (I'll keep an eye on that) thank you
Youre welcome! :)
Wow, Alex, I just found out about your program, and I your tutorials are straight to the point! Many thanks
You're welcome! :)
Thank you! I use Godot and am looking to make my first 3D game someday next year, so this tutorial is perfect for me.
Nice! Hope your game goes well! :)
Just bought it. Currently working on a complete 2D game, but when that is finished, I finally want to do the switch to 2.5D (low poly 3D with 2D sprites) and this seems like the perfect tool for exactly that look that made the PS1 era so magical.
Sounds great!
Thank you! Just came to youtube to look for some Crocotile video talking about this and here it is. It's very helpful.
You're welcome! Glad to hear that it is helpful!
I'm gonna gift myself your software for Xmas this year. Hopefully by then I have more time again and can actually use it😏✨️✨️ thanks for making this!!
You're welcome! If you need any help with anything, just let me know. There's also a crocotile discord server where people hang out and can give advice too.
@@Crocotile3D okay cool I will keep that in mind:) Thank you!
Very good timing with the Unity self-destruct ongoing. 🙂
Yeah, it's part of reason why I made it, but also to help warm me up for future videos.
Came here to see, how to import to Godot, learned hat import-scripts are a thing. That's pretty awesome. I think with this, we could make custom import hints, for example to attach light-source to fire-tiles or trap-nodes to spike-tiles (however we might define a "trap-node"). Thank you.
Crocotile is genuinely so good, thanks man!
You're welcome! Glad you are enjoying it :)
Holy cow! This looks amazing! I have never heard of Crocotile but I am very interested in it now!
Thanks! Glad you like it :)
Thanks for everything you do man! I genuinely appreciate it!
You're welcome! :)
Crocotile seems like a very neat tool, I can't wait to delve into it!
Oh, you are the official Crocotile didn't notice. Thanks!
You're welcome! :)
I haven’t yet made a 3D game, but when I do, you bet I’ll be using Crocotile. Love your stuff!
Sounds great! Thanks, I appreciate it! :)
Recently bought the software. It is amazing!
Thanks! :)
just bought crocotile :) sick tool, exactly what i was looking for
Thanks for the godot focused content! Been looking at learning more about godot recently for some reason 😅
You're welcome! :)
im glad i buyed crocotile, its just a really nice tool, thanks for your work man!
You're welcome! :) Glad you are enjoying the tool!
Crocotile is blessing!
This program looks amazing! Though was wondering, are lights placed in crocotile transferred to godot when exporting?
Thanks! Yes, there is an option when exporting to include the lights. This will work for .gltf, .glb, and .dae formats (not the .obj format).
@@Crocotile3D Sweet! That'll save alot of time :D
I'm new to Godot and Crocotile. Thanks for writing this program :)
QQ here, is there an easier way to get access to all individual tiles as separate meshes? I'm trying to avoid creating individual meshes in post processing because I think this is something that must be possible, I just don't know how. Use-case is similar to a 3d Gridmap, I think, where I may want to be able to manipulate things at a tile level.. maybe get it's position and create a mesh on top on demand or another effect from the game
Thanks again!
If you're comfortable using Godot gdscript, you could write some code that scans the mesh and figure out which tile is which probably. I've done similar things, so I'm pretty sure it is possible, but it isn't simple. Alternatively, you could perhaps add some placeholder objects in the crocotile scene and then export the scene data and use the data to determine where to create meshes and things like that. I guess it depends how complicated your plans are though.
low poly ps1 analog horror incoming...!!!!!!!111!!!
Thank you, Sir, 🙏🌺😇
you're welcome! :)
@@Crocotile3D 🙏🌺😇
Hello. I have been messing around with Crocotile, have built a town level, and have some questions now that it is done. These questions are related to Godot and features I am used to in Godot, so this seemed like a good video to post them on. I really love the software regardless so keep up the good work.
1. Is there an easy way to box-fill a bunch of identical tiles? like if I have a large flat field and just want to fill it with a repeating grass tile. In Godot's tilemaps I can box-fill with ctrl+shift+left click and drag, I can box-erase with ctrl+shift+right click and drag, and I can create a line by shift+left click and drag. These features would speed things up a lot in larger/more open levels.
2. I would like to request a way to make the free look work like Godot as well. In Godot free look is on while right click is held, WASD moves around, Q/E up and down, which is how your free look controls minus the right click part. I request a way for free look to be enabled so long as right click is held. Currently is is toggle on/off only and cannot be mapped to right click.
Thanks
Hi there, thanks for the questions. I'm glad you are enjoying the program!
Regarding the first question, there aren't any ways to place down multiple tiles as you describe, but it is something I'd like to implement. I'm not sure when exactly I'll get to it, but it is on my list of things to implement. There is a way to repeat a texture across a tile, but you'd end up with just one large tile, but thought I would mention it.
As for the second question/request. That sounds interesting. I'm wondering though how it would work in Draw mode since right-click is used for erasing tiles. Also in edit mode, right-click opens the context menu, though there is a key that can be used to open that. I guess my main concern is how it would interact with the draw mode's erasing process. Edit: actually it looks like the erase action can have a key assigned with it.. so maybe it is doable.. I'll have to look into it some. Maybe it can be implemented.
Thanks for your reply and your consideration. Another idea I would like to submit is for autotiling. If you know what I'm referring to, please ignore this brief explanation. Selecting a series of tiles to use as a context-sensitive brush, where tiles are automatically placed based on the context of adjacency. I have used this feature extensively for 2D level design, and the degree to which it speeds up level creation is unbelievable. Your program with this feature is my ultimate dream.@@Crocotile3D
Thanks- I plan to look into auto-tiling and see if I can get something to work. It has been suggested by others recently as well, and it is something I want to implement. I'm not yet sure how simple it will be to implement in 3d but I plan to explore it.@@brunch1572
Awesome tool
Thanks! :)
Does this software automatically add collisions to objects when imported to godot?
Yes if you add a suffix to the object names in Crocotile, such as -col , -colonly, etc then when you import it will automatically add the collisions.. You can see me do this in this video in the "Adding Collisions" section that starts at 5:35. You can find out info here on the godot documentation: docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.html
great content!
I don't suppose there's an easy way of importing these with vertex colors?
If you use the gltf or glb formats, you just have to make sure the vertex colors checkbox is checked when exporting and then when you import into godot it will use the vertex colors.
@Crocotile3D Oh wow! Very excited to try that out.
I have a question, does crocotile 3d support normal maps?
Not currently, but maybe in the future I can try to implement it.
@@Crocotile3D Alright, thanks for answering!
ASMR ☺
Thank you for this! I wonder if you could do tutorial on exporting rigged models with animations to Godot, would be cool to see. For example, hands with FPS controller if it's not too much. Thanks again for what you're doing!
I haven't done much animation work yet. I'll probably get to some animation stuff in the future, but I need to work towards it and get more comfortable. I plan to do some videos on creating a character model. Depending on how that goes, I might do a video on rigging it and handling some simple animations. Thanks for the suggestions!
@@Crocotile3D I'm very excited about that!
Last time I've used it, I had written off Crocotile because when I imported my scenes into Godot, there were seams inbetween tiles that weren't fixed by merging vertices.
Today I wanted to try it again and the same thing happened. This effect is VERY obvious in my low resolution project as I can see single pixels flickering between tiles. I've looked a little closer and those aren't actually gaps. It's very tiny strips from neighboring tiles on the tileset.
I would love to use Crocotile, but I have no idea how to remedy this.
That occurs because the pixels bleed across the uv seams. This is a common issue with 3d rendering. It becomes more obvious if you are using anti-aliasing in your renderer or some filtering on your textures, since it will blur things and cause the colors to to mix across the uv seams. It also occurs due to floating point number innaccuracies I think. I wrote a bit about the issue here and how to solve it: www.crocotile3d.com/guide/waterfall/waterfall.html#anchorbleedingpixels
Basically you'll want to ensure the pixels outside the uv seams match the pixels within the uv seams. You can do this manually (there's also an "Add Padding" action in the UVs panel when you right-click the canvas and goto Painting > Add Padding. It will add padding around any selected UVs(make sure to have the uvs selected first).. There's also a "Tile Spacing" box in the Export panel, if you want an automated way to add it to your tilesets when you export, though this assumes all your tiles on your tileset will be square and also the same size I think. Hope this helps!
@@Crocotile3D Since I wrote this, I actually thought about putting every texture in its own file, which would work fine, I think.
I wish Godot was handling this better or had a special low resolution/low poly mode, but I guess I can't really complain.
I really really REALLY appreciate what you've done there with the export panel. For me, this essentially puts complicated connected textures back on the table, which would have been a pain otherwise. I think I can definitely work with those limitations.
You've been an amazing help, I wish I had asked sooner. Thank you for all your hard work making Crocotile.
Ahhh.. There is more to this I didn't consider, it doesn't simply create a new image with padding inbetween tiles.
HOWEVER.. I think it shouldn't be too big of a problem getting some setup to make it work. I WILL FIND A WAY!
@@Crocotile3D Oh my god, nevermind, your spacing option while exporting is all I needed. It now looks perfect! Thank you for everything!
@@ChaonicMew You're welcome! :)
Niiice!!
im new in godot and Crocotile, i want that my model can be affected by the lights of godot, how i can do it? my model have the same settings and it isnt affected by lights
Hi, I think you have to disable the "unlit" option when exporting. If you had that set, then lights won't affect it.
@@Crocotile3D Thank you, that was the problem i had. Thanks for the fast answer
you're welcome! :) @@mrmarioyt2294
Anyone have any videos of this using animated tiles for like water?
Here is a video I made showing how to import animated tiles to godot.. it's a bit old though and I need to create an updated, better version: ruclips.net/video/TozJ2k0-xmc/видео.html
You can find some other videos going over how to do animated tiles in Crocotile on this channel too.
@@Crocotile3D thanks a ton! Crocotile looks amazing!!! I'm just learning godot but I want to make a low poly game and this looks so helpful! Thanks for the link :)
You're welcome! :)@@byucknahthered3914
Now do Defold
I'll have to look into it sometime, I'm not familiar with it. Thanks for the suggestion!
Crocotile???
yeah, it's a lowpoly 3d modeling program!
@@Crocotile3D awesome! does it work with other engines??
Yea, it exports to .gltf , .glb , .obj , and .dae , so any programs that can import those formats should work.@@Tekkenandgaming
@@Crocotile3D awesome thanks for the info.
And keep up the great work, you got something really good here.
Thanks! :) @@Tekkenandgaming
at least play some bg music boi
This looks very cool! I'm considering making another game just so I can use Crocotile haha
Nice! That's great to hear!