Комментарии:
This tutorial is amazing and I was able to replicate it in godot 4.2.1.
However the one thing that I cannot get is the low poly look. I have every value the exact same as yours but it just won't work. My terrain is just too smooth.
Really good. It can be hard to read the code (I thought some 0's were 8's), but it "just works".
ОтветитьThis does not work in godot 4, they removed ArrayMesh surface_remove method
Ответитьthis video was great thanks alot ()if you can bmake a video on how to randomly place prefabs like trees and plants too that would be great
ОтветитьMe: blinks during the tutorial
Also me: misses 100 actions and 20 lines of code
no, but seriously. Awesome work. I'm not a beginner in programming and 3d (neither opengl, and those memories hurt), but maybe you could go more into detail what each function does.
bro how do u add a collider to it
ОтветитьHey, noticed that the material in this method doesn't seem to work at all... Any insights would be greatly appreciated.
EDIT: (wanted to delete this after figuring it out but it might help someone else who is new so I'll leave it here)
The method he uses in this video is to first create a new spatial material, then to convert it, however this only allows you to save it as a .gdshader or .tres, both of which I have tried loading in the meshinstance.set_surface_material with no luck whatsoever.
BUT! If I copy all the code in the spatial node shader that we made previously, and instead of creating a new spatial shader, you rather use a shader material (the first option) then paste the code from the spatial shader into there, this allows you to save it as a .material like in the video, which then actually works!
"PRO" TIP: (unrelated to discussed)
add the line:
noise.seed = OS.get_system_time_secs()
right before the line
data_tool.set_vertex(i, vertex)
and now your map will be different every single time!
[ note i am not a pro :( ]
I am new to coding so I dont know much, but does the script generate the same terrain every time?
ОтветитьHow to add Grass on it?
ОтветитьOk, I guess I ask here: The tutorial is great, but for some reason the shader via this method has no effect. Are there any changes due to different versions of Godot?
ОтветитьAny troubleshooting tips why I cannot get the custom shader to work?
Ответитьcan someone send the code in the comments please
ОтветитьGreat tutorial but what do you need to do to for exmaple add a third layer of color that's pretty low in the y?
Ответитьgreat tutorial! watched with magnifying glass
Ответитьits not at all random it has the same terrain every time
Ответитьis it possible to create a surface from a mesh that I have already created? and how would I do that? Like I have created a 3d mesh of grass that I made in MagicaVoxel and I would like to apply that to the terrain mesh.
ОтветитьPlease come back, this tutorial is better than anything else done recently by bigger channels
ОтветитьUp to now all of the tutorials I found for terrain generation were purely from shaders which of course leaves a gap when it comes to collision. This one addresses that really well and I was able to implement rolling hills in no time. Great job and thank you for sharing!
Ответитьhow to make it destructible so that i can add mining in the game
ОтветитьCould you show us how to make a QuadTree LOD system for a terrain like this?
ОтветитьCan we have a scene instead of the material?
Ответитьalso my code errors here var plane_mesh= PlaneMesh.new()
plane_mesh.size = vector2 (400, 400)
plane_mesh.subdivide_depth = 200
plane_mesh.subdivide_width = 200
var surface_tool = SurfaceTool.new()
surface_tool.create_from(plane_mesh, 0)
var array_plane = surface_tool.commit()
var data_tool = MeshDataTool.new()
var array_plane = surface_tool.commit() <---here
var data_tool = MeshDataTool.new()
does anyone know why?
In what point should I be able to see the terrain?
ОтветитьI don't get a landscape - same with your procedural one too. No error, no warnings - just a rotating camera.
Ответитьis there an easy way to save generated terrain??
Ответитьthis is BEAUTIFUL if I can't get my heightmap terrain shit working I am definitely doing this wow!!!
ОтветитьThis was such a helpful tutorial... not sure how I would have figured this all out on my own. Thank you very much for your help!
ОтветитьWhen ever i try loading it i see nothing can you explain what is wrong with my code?
ОтветитьI've checked the code and i have copied it exactly but when i first run it i see nothing where i should be seeing the generated terrain. any ideas?
ОтветитьSince you used a PlaneMesh, does that mean it can't have overhangs?
ОтветитьWouldn't it make more sense to use noise.get_noise_2d(vertex.x,vertex.z) instead of noise.get_noise_3d(vertex.x,vertex.y,vertex.z) because we only care about the noise at one y (which means we are talking about noise plane)?
Ответитьi want more of this! give me the planet! :)
ОтветитьAwesome tutorial, especially for a first one!
ОтветитьThanks for your Godot tuts.
ОтветитьGreat little tutorial, i added the player movement script from the godot fps tutorial and can now run over the terrain and kick my rigidbody ball around, bit of fun.
Is there anyway you can do a tutorial on how to add anchored objects (like trees and stuff) to this terrain dynamically?
Oh oh maybe flowing water over the terrain as it fills up the valleys? ;)
Hi Codat, great tutorial! do you know of any way to generate smooth normals for this?
ОтветитьIt was just a flat plane for me?
ОтветитьAwesome
ОтветитьToo fast and had to zoom to see what you are clicking on. A quick swirl of the mouse to see what you are about to click on would help, especially if newer versions come out and menus don't look exactly like yours or the resource is under a different menu.
ОтветитьThanks for the tutorial it helps a lot! But is there any way for me to see the terrain while still in the editor?
ОтветитьI can’t see any of the text
Ответитьwould love it if you zoomed in on the text a bit more but other than that amazing video
Ответитьwould be nice doing this with visual scripting also
ОтветитьLove the tutorial, very simple! Is there a way to modify this to generate overhangs and stuff like that? because unless I'm mistaken, with this way of generating the mesh you can only ever have one vertex for every x,z coordinate so you can't have two vertices above eachother?
ОтветитьI keep getting this error:
Invalid call. Nonexistent function 'get_surface_count' in base 'SurfaceTool'.
Source code?
ОтветитьYour videos are great! Please do more tutorial video about low poly
ОтветитьThis is seriously the best tutorial I have found for doing this in Godot. Thank you so much for making this.
ОтветитьAny usable foliage tutorial?
ОтветитьHello,
thanks for the great tutorial.
I have one question to the islands in your game. Do you manipulate the edges of the Plane to be flat or did you try random seeds till the islands you want occur?