Terrain Autotiling and Alternative Tiles ~ Godot 4 Tutorial for Beginners

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  • Опубликовано: 15 ноя 2024

Комментарии • 30

  • @jleekas
    @jleekas Месяц назад

    Thank you for this! I was looking for a video that explains the intuition behind how you draw the terrain props on, this was great!

  • @roracle
    @roracle Год назад +15

    I see where you messed up. You blamed it not updating old tiles, but you had the wrong rotation of tiles on this. Please, whoever watches this, keep in mind to double and triple check your tileset to ensure you have the proper tiles and the proper terrain setup!
    That said, awesome video, I learned a lot!
    Edit: Look around 26:50 and you can see there's two iterations of the bottom right corner tile. It's never fixed, and you can see the normal and the transposed ones alternating and those are the ones he's cleaning up later on. This happens for a few other tiles.

    • @Kio_Kurashi
      @Kio_Kurashi 25 дней назад

      Glad someone pointed this out. I was watching and saw the difference immediately (while the tiles are orientated the same, the graphic isn't exactly the same) and realized that in that situation we'd need all three of Filp V, Flip H, and Transpose to get the desired effect. Although, I don't know if I really understand the purpose of the alternative tiles if I'm going to have to basically do everything anyway that I would've done had I just fliped and rotated tiles within the tileset itself. I doubt it saves much space, if any, so that wouldn't be the boon.

  • @d.zombie5120
    @d.zombie5120 Год назад

    This is the best explanation I've watched. I feel like I can put mine terrain set together now. Thanks.

  • @Greenphantom16
    @Greenphantom16 2 месяца назад +1

    Explained this very well thank you 😃

  • @HansChristian-bj2pt
    @HansChristian-bj2pt 3 месяца назад

    Great video!
    Helped me alot with figuring out this "auto tile" system.
    Will save this for future reference.

  • @Kio_Kurashi
    @Kio_Kurashi 25 дней назад

    I learned a lot about how this works now so that's great, but I do feel like the second half dropped off. Both because I don't see the value in those auto tiles since that's something that could be done easily in any image editor (it just feels somewhat auxilatory with this example but I do think it can do more, even if I don't know what or why), and because the implementation of your second terrain, which didn't need to be a separate terrain (maybe wasn't built to be separate either) and because the 3rd auto tile was messed up since it needed all 3 transforms. Granted, thanks to the comment from Roracle I saw the former and the latter was obvious to me because I work with image manipulation all the time.
    Anyway, thank you for posting this because beforehand it was just so confusing looking at everything and even the documentation wasn't really clicking things in place for me.

  • @snoopywg
    @snoopywg 6 месяцев назад

    the best explanation for this feature. very helpful, thank you!

  • @MrSLonoed
    @MrSLonoed 8 дней назад

    Very helpful video. Thanks you!

  • @RG-ko5gi
    @RG-ko5gi 10 месяцев назад

    Awesome tutorial! Very comprehensive.

  • @rotteclaw234
    @rotteclaw234 11 месяцев назад +6

    Why would you create a second terrain with grass and darkgrass, while you could also add grass as a third element to your first terrain and make that work

    • @Kio_Kurashi
      @Kio_Kurashi 25 дней назад

      I'm pretty sure that it works the way you think it does. It would only matter that you ensure you put in the proper 'color weights' as I like to call them since you'd paint with one of the three and then it would attach directly to whichever is the most accurate.

  • @愚安-v7k
    @愚安-v7k 5 месяцев назад

    really good demonstration

  • @Ghin_Antonic
    @Ghin_Antonic 6 месяцев назад

    Really appreciate this tutorial, greatly showcases the difference between unity's and Godots autotiles. Unity I need to know what corner goes into what socket, Godot "this is grass, this is dirt, this is clay, now make it look pretty".

  • @PunCala
    @PunCala 11 месяцев назад

    This is brilliant, I wonder if you could make a similar tutorial for isometric tilesets? There aren't a lot of up-to-date tutorials on isometric tilesets in Godot 4.x.

  • @jayjohnson6974
    @jayjohnson6974 Год назад

    Thanks a lot for this video Chris

  • @JustStephen513
    @JustStephen513 8 месяцев назад

    Great tutorial :)

  • @jrrpom
    @jrrpom 6 месяцев назад

    thaaankssss

  • @HelioSanchez-z3d
    @HelioSanchez-z3d 9 месяцев назад

    i make the tile set but when i go to tilemap terrain to draw i have only one tile

  • @왜못할거라생각해
    @왜못할거라생각해 Год назад +1

    How to scale image from taile map?

  • @InfiniteDistraction
    @InfiniteDistraction Год назад

    Thanks for this ^-^ I was wondering how I was going to get farm plots to know when they were next to each other to connect. Do you know, can I somehow read these terrain types from another node? For example, to have different footprint sfx play based on what terrain type the tile the player stands on is?

  • @rambosmitten
    @rambosmitten 10 месяцев назад

    Slay queen! 💅

  • @pepsipwns666
    @pepsipwns666 Год назад

    Could we use this in combination with a map generation script using perlin noise? And how about if we involved chunks? Can we join one tilemap to another one taking into account its terrain rules? These are the questions I need answered before ditching Unity and swapping over :D

    • @aawwilson
      @aawwilson Год назад

      Yes, you can use noise to decide which tiles to place. Then, place tiles with a function call at runtime. Look at set_cell() and set_cells_terrain_connect() for more details.

  • @nahuelorselli5586
    @nahuelorselli5586 Год назад

    thanks!!! ❤‍🔥🔥

  • @deviantstudio
    @deviantstudio 7 месяцев назад

    i'm too stupid for this shit!

  • @shadez6410
    @shadez6410 Год назад

    First

  • @pnvgordinho
    @pnvgordinho 6 месяцев назад

    Jesus, could godot make it more difficult to put rules in place.
    Unity´s way is a lot easier and faster.