I should clarify that this isn't some random third party addon that was created while everyone is waiting for some nebulous 'Godot terrain proposal' to be implemented, as this video implies. This _came out of_ the Godot terrain proposal - the proposal screenshot explicitly shows that the idea is to implement the terrain as an official plugin. So a number of developers decided to try and tackle the problem of building a terrain plugin to be evaluated under the proposal, or adapting their existing terrain tech to be evaluated, and this is the first (and so far only) one of those projects to be released.
Yes! We also took a lot of ideas from the Juan's proposal. Other devs wanted to wait for GDExtension to mature and stabilize, but we took the risk and went with it. 😅
So if this does get approved, I'd guess they're going to just make a plugin built-in. That or they'll rewrite it to build it in, so things run a little smoother.
Can we add textures while gaming and save the data? For example, when NPCs are walking on a grass texture it turns slowly to a dirt texture. It is possible in UE5 and Unity by direct access to data and saving it during the gameplay. One way or another this is a great tool that Godot is missing badly as a 3D game-engine so let's hope you will keep working on this and maybe it will be implemented into the core.
@@tomtomkowski7653 You can edit the data directly, the same way the editor edits the data. But it's not trivial, nor designed for game time editing. Use Zylann's voxel tools for a runtime dynamic system.
That’s freaking amazing! I’m working on a simple exploration game for a jam right now and having never used Godot for 3D, I was sad to see that it’s missing a terrain system. Very excited to try this out tonight on stream. Maybe I can get my whole world built out of
Im new to godot and i have a massive idea for a game id love to make one day. I worry that its too ambitious for just me, but discovering stuff like this really gives me hope that i can do it
There is a possible issue with the terrain topology. This can be seen when you paint on hills and valleys. Note that when painting on them, the whole side gets painted, despite the cursor not covering it. The way the sculpting is done can cause issues with physics simulation. It will be much easier for dynamic objects to clip through those areas. This is because of how large the polygons are. Having more and smaller polygons in those areas help to avoid this issue.
Tiling can be eliminated completely. There is a slider for each texture to control how much it is randomly rotated. For the rock texture here it is minimal because the anti-tiling washes out details.
@@outobugi It's cool that you guys have a randomized tile rotation feature, since that goes a long way to breaking up tiling, and yet almost no one does it (at least that I've seen in the games I play). Blender Guru has a tutorial from a few years ago going through the Blender plugins he created to break up tiling. The first big thing, of course, is randomized tile rotation. But, because this can introduce new hard seams, you can also change the borders from strait to squiggly lines, breaking up the apparent seams. He then talks about adding color variation using noise textures (since the natural world is filled with all kinds of patchiness), material blending, and height variation. Anyway, I had always wondered why game/game engine devs hadn't integrated/adapted these or similar plugins into their terrain systems, or else built their own versions natively. Blender Guru's video is titled "How to Tile a Texture Without Repetition - Blender Tutorial" (watch?v=-VgtSL5ZpYc), if you want to check it out yourself. It's very cool.
When you say 'terrain' in a video it always sounds like 'train' to me, so when you do a video about an actual terrain system I can relax, as I know what the 'train' means immediately :) If you ever do a terrain video that somehow heavily features trains I'll be in trouble.
Voxel octrees could probably be implemented via code plugin or perhaps just modifying the terrain code, since it is allowed. Eager to see how this one evolves, big fan of terrain systems here :)
One feature I would love to see in a terrain system would be the ability to draw sprites from tilesets directly on to the terrain instead of being restricted to repeating textures. I love the HD2D style and a terrain system that works well with it would be amazing.
The height map is 2d. It doesn't use voxels. There's no way to do overhangs or holes with this system. It would be a completely different project and not an update to add "holes".
We will implement visual holes, with instructions on how to allow players to pass through the collision. Then it's on game devs to places meshes around for a cave. Best we can do with a heightmap, and fine for most games. Voxel terrains are available for greater needs.
@@TokisanGamesWouldn't it be easiest to define rectangular regions where the terrain mesh just stops existing (i.e. doesn't generate triangles that are fully (or 2/3) inside)? It'd then be to the game dev to fill that area with their own floor and mask the seam---not exactly rocket surgery. ;)
@@HenryLoenwind We can easily discard mesh vertices in the shader for visual holes. Punching holes in collision is the challenge. As I mentioned we have a pending solution.
I spent 4 hours reasearching this stuff only to remember i'm making a small arcadey game with small maps that doesn't even need this to begin with. I can make everything manually and there won't be any size/performance issue.
Ok now I got the Terrain3D up and running. But there is still a problem: Many images for Resource cannot be opened under Terrain3D. It doesn't matter whether it's PNG, JPG or Bitmap, and with what resolution. The only texture file that works is svg format only. So that's why I find this plugin impractical, because how can I save in stupid SVG format??? I keep getting this error message: "ViewportTexture cannot be created for this resource because it has not been marked as local to a scene. Please enable the 'Local to Scene' property on this resource (and on all resources it contains, up to the next node).
Can anyone else get the textures to work? I converted my png to rgba8 .dds and it still wont accept the texture. edit: I exported the dds from gimp with Compression: BC3 / DXT5 but now I'm getting the error "Attempting to use an uninitialized RID" when trying to paint with the texture.
@@TokisanGames Wow, that's amazing. Thanks for the update! Went through the steps and everything works great! Awesome addon and keep up the work. I have been dying for a plugin like this all year.
Hey, Gamefromscratch I imported a highmap but its to small. In H-Terrain I can easy change the scale of my map. How can I change the scale in Terrain 3D?? Thanks for Help
Save the storage resource as binary res, not text, per the instructions and startup is fast. It's "hugeness" is from being an infinite clipmap terrain, not data.
@@SS-gu2tx It is as big as you make it, minimum 1k x 1k, max 16k x 16k. Option to hide the mesh beyond your sculpted regions in the material world background.
what type of texture should I use? I don’t have textures loaded into the albedo and normal fields, they are always empty, but the textures that come in the demo project are in DDS format and load normally, I tried converting to DDS format but again nothing loads
Hey, you may have figured it out by now, but i had this issue too. You have to ensure that your DDS texture is an accepted resolution. I scaled mine to 1024x1024 and it let me use it after.
Everything with textures is fully documented with exact instructions on how to make them. On my channel I recently released tutorial video showing the process. Takes 2 minutes to setup once you're familiar with it.
I'm just starting to play around with Godot and game-making. How do you go from a generated terrain to a populated terrain with, say, forest with a road going through it? I'm just that's quite an involved task or is it able to be generated as well?
I think the biggest weakness of unigine is the lack of community. So if you're missing a feature, you're basically on your own to implement it. Anyways, stop caring what people say, if the engine works for you, use it.
Vertex painting, where color data is stored in the mesh, is not possible with clipmap terrains. Textures are paintable on the terrain surface. Texture data is stored in a separate control map, not inside the mesh. Textures are height blended. I don't know what height map blending is.
Is it possible to import an existing terrain (made from a blender plane) that can then be edited with this addon? The LOD and mesh editing is amazing and I'd love to be able to edit existing terrains with this.
It can import heightmaps. It cannot import meshes. However, Godot can already import your meshes and you have sculpting tools in blender, so you don't need a terrain editor for that.
@@TokisanGames Yeah but the 30+ terrain paints is very appealing, I wish I could use it for that on my existing meshes. Currently I have a custom shader that accepts up to 4.
I love open source software, I'm more than willing to accept that sometimes they can be cumbersome, less polished or even missing some non-essential functions, but there's a line. If you were to build your own home, would you rather build it out of cardboard, or brick and mortar? Unreal Engine is brick and mortar, literally none of the other engines comes anywhere close to it. They're sooo far ahead it's not even remotely a valid option to build your 3D game with anything else. Unless of course you don't want to take your time to learn it and you just accept the fact that your game is not gonna be a good as it could be. Then it's fine.
Terrain is fine but games rarely have barren heightmaps. In UE you can just open the editor, click a button to create a terrain and then click a button to add foliage. In Godot you have to google around for hours to figure out why different plugins don't work correctly and then just pray to gods that the guide you are reading is up to date. If you like puzzles, it's great. But if you want to make games, it's ridiculous.
Albedo, height, normal, roughness, and a custom shader that you could use to add a special texture if needed, eg emissive for lava. AO can be pre-baked.
I don't really see it as a drama. The foundation and W4 games are separate entities with separate goals and separate funding models. Now you could argue that W4Games can afford to hire more of the core developers to take some of the financial burden off the Godot foundation, but that's about it. It's like the Linux ecosystem... Linux Foundation - separate charity. SuSE/RedHat/Etc - commercial entities built on top of the Linux ecosystem Now should someone other then Juan probably be the face of charity efforts now, probably, but I don't really see that drama here.
@@gamefromscratchand the fun thing is that the 8.5 investment given to w4 was already months ago and just get popular now, because of cyberreality. This shows how ignorant people are.
Where is the paint by angle and also by height selection ? - if it doesnt have this then its not a very good editor IMO - those 2 are like super important for loading heightmaps in....
Not sure if them using "as used in Witcher 3" is positive marketing, considering Witcher 3 Next-Gen is the worst game performance fraud of all times and a crash hell
We have over 20 textures from unity packs in our game. The docs detail exactly how to channel pack the textures with free tools. Creating channel packed textures is quite a common task in gamedev.
@@NECROTICPESTILENTIA Your textures will also work in Godot in standard materials. This tool doesn't use standard materials. We combine your textures into a texture array and pass it to the GPU. For this we require basic channel packing of the textures. It isn't difficult, and we provide step by step instructions using free tools.
@@altongames1787 what do you mean man? If you mean I am against gfs, yes, I do. The addon is a hard work of somebody, who is giving away his hard work to other people without having any in return nor money. And his work is humaliated by gfs. Not the best outcome for him in return of giving away his months of hardwork.
Instead of talk about petty shit like that, talk about the usability of the tool. Both Unity and Unreal open world support are fucking horrible. As someone that tried to build open worlds in both Unreal and Unity, I think this new Godot feature looks a LOT better than either.
Not work: Failed to load extension script at path: 'res://addons/terrain_3d/editor/editor.gd'. There seems to be an error in its source code. The 'res://addons/terrain_3d/editor/plugin.cfg' extension will be disabled to prevent further errors.
@@artistscreek I thought I responded to this but don't see it. This is simply an improper installation. Carefully review the installation document, you missed a step. Or just download from the asset lib within Godot. Discord is easier to support.
This is a perfect example of why godot should be privatized, it took a third-party private company to add a feature that every other 3d engine that is used already had for years.
Opensource has prons and cons. If a project (like Godot) is popular then suddenly you have a million people working on it adding something new that you would never achieve with even the biggest corporation ever. The downside is that is hard to find so many people that will work for free in their spare time on such a project. But it's for free so no complaints at the end of the day. Fun fact: this tool is not much worse than Unity's ancient terrain tool xD but of course, is way worse than what UnrealEngine has.
Those other engines may have had this for years, but they did not ship with this feature. Unity nor Unreal were born the amazing engines that they are, they grew to that point. Godot is in its infancy compared to them.
@@AzoTheRed godot has been out for over 8 years now, all commercial privatized engine added those features when they were technically possible. Terrains were not really a thing in ps2 era games so obviously unreal engine 2 didn’t have them. It was later in the 360-ps3 lifecycle that terrain tools became more used
*Links*
gamefromscratch.com/terrain3d-a-new-terrain-engine-for-godot/
*Creating Height Maps in Godot using HTerrain*
gamefromscratch.com/creating-terrain-in-godot-tutorial/
-----------------------------------------------------------------------------------------------------------
*Support* : www.patreon.com/gamefromscratch
*GameDev News* : gamefromscratch.com
*GameDev Tutorials* : devga.me
*Discord* : discord.com/invite/R7tUVbD
*Twitter* : twitter.com/gamefromscratch
-----------------------------------------------------------------------------------------------------------
I should clarify that this isn't some random third party addon that was created while everyone is waiting for some nebulous 'Godot terrain proposal' to be implemented, as this video implies. This _came out of_ the Godot terrain proposal - the proposal screenshot explicitly shows that the idea is to implement the terrain as an official plugin. So a number of developers decided to try and tackle the problem of building a terrain plugin to be evaluated under the proposal, or adapting their existing terrain tech to be evaluated, and this is the first (and so far only) one of those projects to be released.
Yes! We also took a lot of ideas from the Juan's proposal. Other devs wanted to wait for GDExtension to mature and stabilize, but we took the risk and went with it. 😅
So if this does get approved, I'd guess they're going to just make a plugin built-in.
That or they'll rewrite it to build it in, so things run a little smoother.
And it looks really good
@@outobugi Hi would you say Godot is ready for 3d games, low poly, stylized. allows for a large map ect Thank you (not unreal, realistic)
@@MrXlee1967It has been ready for low poly, stylized 3D games since 3.0 in 2018. And ready for realistic games since late 3.x and better in 4.x.
Thanks GFS for sharing Terrain3D and plugging our game.
Glad to do it, nice release. Plugging the game felt only fair after all.
Thanks for making this! Good luck with the game!
Can we add textures while gaming and save the data?
For example, when NPCs are walking on a grass texture it turns slowly to a dirt texture. It is possible in UE5 and Unity by direct access to data and saving it during the gameplay.
One way or another this is a great tool that Godot is missing badly as a 3D game-engine so let's hope you will keep working on this and maybe it will be implemented into the core.
@@tomtomkowski7653 You can edit the data directly, the same way the editor edits the data. But it's not trivial, nor designed for game time editing. Use Zylann's voxel tools for a runtime dynamic system.
@@tomtomkowski7653 Yes, our API provides access to change the data.
Holes are supported now. It's great to see the project going forward.
This tool looks amazing. Love the UI with sidebar instead of cramming everything on the top bar! Super easy and powerful! Thanks for sharing!
When in the editor it runs on the CPU but once its in your game it uses the GPU to render your terrain. Its very fast!
Interesting. I thought godot was using my gpu 😮
Debugger really got me excited.
Just a few warnings and errors xD
It's still in alpha and the error is just an uninitialized RID.
@@outobugi Yeah, I know but 23k errors look funny on first glance.
Yes. Fixed today in the master branch. A bug on one line caused the error spam. It was actually an issue with the engine that I had to work around.
@@TokisanGames Great work! ;-)
That’s freaking amazing! I’m working on a simple exploration game for a jam right now and having never used Godot for 3D, I was sad to see that it’s missing a terrain system. Very excited to try this out tonight on stream. Maybe I can get my whole world built out of
Im new to godot and i have a massive idea for a game id love to make one day. I worry that its too ambitious for just me, but discovering stuff like this really gives me hope that i can do it
yes it is too ambitious
@@schnitzelhannes6431 :/
Me too,, II can't even code.
Check out mizizizi advice on how to start making games
@@InvasionAnimation you can learn! If I can do it, you can!
There is a possible issue with the terrain topology. This can be seen when you paint on hills and valleys. Note that when painting on them, the whole side gets painted, despite the cursor not covering it. The way the sculpting is done can cause issues with physics simulation. It will be much easier for dynamic objects to clip through those areas. This is because of how large the polygons are. Having more and smaller polygons in those areas help to avoid this issue.
Looks really good and I hope the development continues. Only thing I noticed was that the tiling is very obvious with the rock textures.
Tiling can be eliminated completely. There is a slider for each texture to control how much it is randomly rotated. For the rock texture here it is minimal because the anti-tiling washes out details.
@@outobugi That is cool.
@@outobugi It's cool that you guys have a randomized tile rotation feature, since that goes a long way to breaking up tiling, and yet almost no one does it (at least that I've seen in the games I play).
Blender Guru has a tutorial from a few years ago going through the Blender plugins he created to break up tiling. The first big thing, of course, is randomized tile rotation. But, because this can introduce new hard seams, you can also change the borders from strait to squiggly lines, breaking up the apparent seams. He then talks about adding color variation using noise textures (since the natural world is filled with all kinds of patchiness), material blending, and height variation.
Anyway, I had always wondered why game/game engine devs hadn't integrated/adapted these or similar plugins into their terrain systems, or else built their own versions natively.
Blender Guru's video is titled "How to Tile a Texture Without Repetition - Blender Tutorial" (watch?v=-VgtSL5ZpYc), if you want to check it out yourself. It's very cool.
Oh this is awesome. Terrain tooling like this is a huge boon for godot.
When you say 'terrain' in a video it always sounds like 'train' to me, so when you do a video about an actual terrain system I can relax, as I know what the 'train' means immediately :)
If you ever do a terrain video that somehow heavily features trains I'll be in trouble.
What about terrain made of trains?
Voxel octrees could probably be implemented via code plugin or perhaps just modifying the terrain code, since it is allowed. Eager to see how this one evolves, big fan of terrain systems here :)
One feature I would love to see in a terrain system would be the ability to draw sprites from tilesets directly on to the terrain instead of being restricted to repeating textures. I love the HD2D style and a terrain system that works well with it would be amazing.
awesome find, great video thanks! side note: mesa is pronounced (english) may-sa. albedo, pronounced (english) al-bee-doe
And Tokisan is toe-key-sahn. Japanese pronunciation.
This plugin doesn't work for me. Shader methods function declaration doesn't match parent, says the error message.
Improper install. It's working for hundreds of people on windows/linux/mac. Best place for support is the repo or discord not here.
Great addon. Works good with GODOT 4.2 beta
This could be a video for the Awesome Godot series playlist
Note that you can also just use a tool and start editing a tile with the random hills and it'll add that as a tile and let you modify it from there
The height map is 2d. It doesn't use voxels. There's no way to do overhangs or holes with this system.
It would be a completely different project and not an update to add "holes".
We will implement visual holes, with instructions on how to allow players to pass through the collision. Then it's on game devs to places meshes around for a cave. Best we can do with a heightmap, and fine for most games. Voxel terrains are available for greater needs.
@@TokisanGamesWouldn't it be easiest to define rectangular regions where the terrain mesh just stops existing (i.e. doesn't generate triangles that are fully (or 2/3) inside)? It'd then be to the game dev to fill that area with their own floor and mask the seam---not exactly rocket surgery. ;)
@@HenryLoenwind We can easily discard mesh vertices in the shader for visual holes. Punching holes in collision is the challenge. As I mentioned we have a pending solution.
Holes in collision are now supported for mesh tunnels and overhangs.
Hopefully Terrain3D adds smooth LOD fading to mitigate pop-in! Good stuff so far!
honestly i didn't see any terrain pop in when i tried it.
@@saul8510 There's very minor pop-in, but it is there. LOD fading would be that extra cherry on top to make it completely seamless.
@@MajatekYT It's a clipmap terrain. LOD fading won't work. Geomorphing might.
Why don't more systems use a hexagon system like they did for the Infamous games?
Because representing hexagons mathematically is more difficult and in most cases doesn't really make a difference
Awesome vids man they're so helpful thanks 😁
This + cyclops would be a really nice toolkit
What a phenomenal tool. Thanks!
TRAIN SYSTEM LES GOOOO
xD
i don't understand how to make a texture dxt5 format for a texture spray?
yea i got dxt1 im also stuck
The new recruiters are gonna love this
I spent 4 hours reasearching this stuff only to remember i'm making a small arcadey game with small maps that doesn't even need this to begin with. I can make everything manually and there won't be any size/performance issue.
Can you make a planet with it? Preferable a procedural generated planet.
Look at Zylann's voxel terrain for that.
@@TokisanGames Thank you.
Is there a way to prevent the long compile times with this plugin loaded?
You must mean startup time, not compile time. Save your storage resource as a binary res, not as text, per the instructions.
@@TokisanGames Thanks! I eventually did get to doing this and it did indeed speed up the startup time.
Ok now I got the Terrain3D up and running.
But there is still a problem: Many images for Resource cannot be opened under Terrain3D. It doesn't matter whether it's PNG, JPG or Bitmap, and with what resolution. The only texture file that works is svg format only. So that's why I find this plugin impractical, because how can I save in stupid SVG format???
I keep getting this error message: "ViewportTexture cannot be created for this resource because it has not been marked as local to a scene.
Please enable the 'Local to Scene' property on this resource (and on all resources it contains, up to the next node).
Please see the wiki for help. How to channel pack textures is documented. SVG is not a supported format.
how do i add vegetation like grass or trees?(like folliage in general)
Our newest version has a foliage instancer. Setup your meshes and paint.
I know they're eighteen months old now, could you do some reviews on the Kitbash3d sets, please?
Looks very similar to what they use on Game Guru Max
Can you do a video on the Godot 4 Goshapes addon? its an interesting 3d level builder with a lot of features already
Can anyone else get the textures to work? I converted my png to rgba8 .dds and it still wont accept the texture.
edit:
I exported the dds from gimp with Compression: BC3 / DXT5 but now I'm getting the error "Attempting to use an uninitialized RID" when trying to paint with the texture.
See the wiki. I just updated the texturing page with instructions for Gimp using either DDS or PNG.
@@TokisanGames Wow, that's amazing. Thanks for the update!
Went through the steps and everything works great! Awesome addon and keep up the work. I have been dying for a plugin like this all year.
@@LoudSodaCaleb Glad to hear it.
yep, saw this.... :)32 layers and wetness, or something like that
Hey, Gamefromscratch
I imported a highmap but its to small. In H-Terrain I can easy change the scale of my map.
How can I change the scale in Terrain 3D??
Thanks for Help
Rescale your heightmap in photoshop/gimp/krita and import into Terrain3D.
@@TokisanGames thanks :3
can we also place/scatter vegetation on the terrain with this.???
You can use the separate Scatter plugin to place vegetation. We will add vegetation later. See the wiki.
This looks really good, but ‘tis a shame about the lack of holes
Everybody loves holes.
It's alpha. Visual holes will come later, with instructions on how to trick the physics so a player can pass through the collision mesh.
Holes in collision are now supported.
Anyway to have it not be so huge? It takes forever to load by default. Thanks for another great video!
Save the storage resource as binary res, not text, per the instructions and startup is fast. It's "hugeness" is from being an infinite clipmap terrain, not data.
@@TokisanGames Thanks for the reply! Sorry I should have clarified, hugeness in terms of actual map size.
@@SS-gu2tx It is as big as you make it, minimum 1k x 1k, max 16k x 16k. Option to hide the mesh beyond your sculpted regions in the material world background.
what type of texture should I use? I don’t have textures loaded into the albedo and normal fields, they are always empty, but the textures that come in the demo project are in DDS format and load normally, I tried converting to DDS format but again nothing loads
Hey, you may have figured it out by now, but i had this issue too. You have to ensure that your DDS texture is an accepted resolution. I scaled mine to 1024x1024 and it let me use it after.
Everything with textures is fully documented with exact instructions on how to make them. On my channel I recently released tutorial video showing the process. Takes 2 minutes to setup once you're familiar with it.
I'm just starting to play around with Godot and game-making. How do you go from a generated terrain to a populated terrain with, say, forest with a road going through it? I'm just that's quite an involved task or is it able to be generated as well?
Hey mike! what about unigine 2.17?
I think the biggest weakness of unigine is the lack of community. So if you're missing a feature, you're basically on your own to implement it.
Anyways, stop caring what people say, if the engine works for you, use it.
How did you activate the tools? They don't show up
Hi! How's about deformable/destructable terrains? Can it be done here plus some other extensions to assemble everything?
Use Zylann's voxel terrain for runtime modification
Can you show us how to create textures for the 3dterrain plugin?
The wiki documents a 5 step process using free tools: gimp.
A tutorial video has been released on my channel demonstrating the process.
What does using an add-on with the MIT licence mean? Does it mean my game won't be able to be distributed commercially?
MIT license is the "do whatever you want" license. It is explicit permission to use the code for free in any way you want.
hey guys does it work well in c# or have a c# version ?
We have plenty of C# users.
I cant get the add on to enable? Am i missing something?
Lots of people are using it fine. There are support options in the readme.
does it provide vertex painting/haight map blending?
Vertex painting, where color data is stored in the mesh, is not possible with clipmap terrains. Textures are paintable on the terrain surface. Texture data is stored in a separate control map, not inside the mesh. Textures are height blended. I don't know what height map blending is.
Seems really good!
Is it possible to import an existing terrain (made from a blender plane) that can then be edited with this addon? The LOD and mesh editing is amazing and I'd love to be able to edit existing terrains with this.
It can import heightmaps. It cannot import meshes. However, Godot can already import your meshes and you have sculpting tools in blender, so you don't need a terrain editor for that.
@@TokisanGames Yeah but the 30+ terrain paints is very appealing, I wish I could use it for that on my existing meshes. Currently I have a custom shader that accepts up to 4.
Would this work for a mobile game?
Some users are using it, but it is experimental.
Did you turn on your WASD inputs for the inputs to work?
Is it textured procedurally? Because it's is just random terrain but colorless....meh
No. You paint it with up to 32 textures.
Oh man it's about god damn time! 👌
doesn't work in Godot 4.2 though
I was very disappointed when I realized you weren't saying "train editing."
I can see people making gta style games with this
will it work on Android and iOS?
Android support is waiting on the engine to support it. ios unknown at this time.
Mobile is still experimental, but currently we have users getting it to work on both using Godot 4.2.
I love open source software, I'm more than willing to accept that sometimes they can be cumbersome, less polished or even missing some non-essential functions, but there's a line.
If you were to build your own home, would you rather build it out of cardboard, or brick and mortar? Unreal Engine is brick and mortar, literally none of the other engines comes anywhere close to it. They're sooo far ahead it's not even remotely a valid option to build your 3D game with anything else. Unless of course you don't want to take your time to learn it and you just accept the fact that your game is not gonna be a good as it could be. Then it's fine.
Wow this is a dream
Terrain is fine but games rarely have barren heightmaps. In UE you can just open the editor, click a button to create a terrain and then click a button to add foliage. In Godot you have to google around for hours to figure out why different plugins don't work correctly and then just pray to gods that the guide you are reading is up to date. If you like puzzles, it's great. But if you want to make games, it's ridiculous.
Our latest version includes a foliage instancer. Setup your meshes and paint them on the ground.
Is that a fucking samsung notification 2:03
is Terrain3D free? thanks
Yes
only Albedo and Normal for terrain? a bit poor a bit poor
Albedo, height, normal, roughness, and a custom shader that you could use to add a special texture if needed, eg emissive for lava. AO can be pre-baked.
No comments on the 8.5M$ drama?
I don't really see it as a drama. The foundation and W4 games are separate entities with separate goals and separate funding models.
Now you could argue that W4Games can afford to hire more of the core developers to take some of the financial burden off the Godot foundation, but that's about it.
It's like the Linux ecosystem...
Linux Foundation - separate charity.
SuSE/RedHat/Etc - commercial entities built on top of the Linux ecosystem
Now should someone other then Juan probably be the face of charity efforts now, probably, but I don't really see that drama here.
There is no valid drama. Just one butt hurt 3rd party forums admin with a chip on his shoulder and an inability to understand the situation.
@@gamefromscratchand the fun thing is that the 8.5 investment given to w4 was already months ago and just get popular now, because of cyberreality. This shows how ignorant people are.
2:05 doobedadootdoot
Where is the paint by angle and also by height selection ? - if it doesnt have this then its not a very good editor IMO - those 2 are like super important for loading heightmaps in....
It's an alpha. Getting it running and not crashing was first priority.
Awesome
I love it! Go Godot! :)
Its annoying that you skipped the install process for people that arent familiar with godot. Please dont asume everyone knows that they are doing.
Idk if it applies with this one addon, but Godot has an addon installer built in.
maybe start with learning that then
2:05 samsung notification
Wait. Is it Terrain3D or Train3D? You keep saying "train".
That's just his pronunciation ;-)
@@igorthelight Speed talking.
@@brodriguez11000 Also fair point!
Not sure if them using "as used in Witcher 3" is positive marketing, considering Witcher 3 Next-Gen is the worst game performance fraud of all times and a crash hell
too bad it's nearly impossible to add/create textures. renders all of my texture packs useless. back to unity i guess :(
We have over 20 textures from unity packs in our game. The docs detail exactly how to channel pack the textures with free tools. Creating channel packed textures is quite a common task in gamedev.
@@TokisanGames all of my textures work fine in both unity and unreal though
@@NECROTICPESTILENTIA Your textures will also work in Godot in standard materials. This tool doesn't use standard materials. We combine your textures into a texture array and pass it to the GPU. For this we require basic channel packing of the textures. It isn't difficult, and we provide step by step instructions using free tools.
Coloca a opção de legenda em português (br) nos seus próximos vídeos por favor🇧🇷🇧🇷
bruh, look at that debugger errors 😂
It's just an uninitialized RID, nothing severe.
Fixed today in the master branch. A bug on one line caused the error spam. The cause was in Godot itself and we had to find and work around it.
@@TokisanGames I'm happy and thankful to these addon developers. I can do 5 days work under-under 5 minutes because of them.
Has the cause been reported on Godot's tracker?
@@sslaxx No. May not be a bug, just a poor design choice. Eg auto selection of image compression format. No way to chose exact format.
fun fact: there are massive amounts of heightmaps available for real world locations
👍
Debugger (23746)
23746 errors :D
:) Yes. Fixed today in the master branch. Was an issue in Godot that caused our plugin to error. I had to track it down and work around it.
#GodotCult
Terrain isn't pronounced as "train".
A Godot addon in MIT.
Okay, so Unity is 100$/month after 100k $.
The addon is atleast 0$/month after Infinity $.
Not this madness again.
@@altongames1787 what do you mean man?
If you mean I am against gfs, yes, I do. The addon is a hard work of somebody, who is giving away his hard work to other people without having any in return nor money.
And his work is humaliated by gfs. Not the best outcome for him in return of giving away his months of hardwork.
@@ujugamestudio Not that, its just that this had nothing to do with unity, why are they always mentioned.
@@ujugamestudio the fuck are you on about? This was clearly presented as an amazing extension, who's being humiliated?
Instead of talk about petty shit like that, talk about the usability of the tool. Both Unity and Unreal open world support are fucking horrible. As someone that tried to build open worlds in both Unreal and Unity, I think this new Godot feature looks a LOT better than either.
Slow down dude, you don't need to talk so fast.
The speed control feels unloved, you never touch it anymore.
What about Godot scam 🤔
What about you research context? Even the author itself said that he was exaggerating and his main issue is false promises of features not arriving.
Not work: Failed to load extension script at path: 'res://addons/terrain_3d/editor/editor.gd'. There seems to be an error in its source code.
The 'res://addons/terrain_3d/editor/plugin.cfg' extension will be disabled to prevent further errors.
Use the exact version of the plugin for your engine version. Find support options in the readme. Comments here can't be tracked.
@@TokisanGames I am also getting same error, can you explain in detail please.
@@artistscreek I thought I responded to this but don't see it. This is simply an improper installation. Carefully review the installation document, you missed a step. Or just download from the asset lib within Godot. Discord is easier to support.
Please… talk slower. This is pure hectic.
Thought he was saying train systems 😂
This is a perfect example of why godot should be privatized, it took a third-party private company to add a feature that every other 3d engine that is used already had for years.
Then is every other feature of Godot a perfect example of why godot SHOULDNT be privatized ?
It's open source. 3rd parties contributing to the community is by design, not a flaw or a fault.
Opensource has prons and cons.
If a project (like Godot) is popular then suddenly you have a million people working on it adding something new that you would never achieve with even the biggest corporation ever. The downside is that is hard to find so many people that will work for free in their spare time on such a project. But it's for free so no complaints at the end of the day.
Fun fact: this tool is not much worse than Unity's ancient terrain tool xD but of course, is way worse than what UnrealEngine has.
Those other engines may have had this for years, but they did not ship with this feature. Unity nor Unreal were born the amazing engines that they are, they grew to that point. Godot is in its infancy compared to them.
@@AzoTheRed godot has been out for over 8 years now, all commercial privatized engine added those features when they were technically possible. Terrains were not really a thing in ps2 era games so obviously unreal engine 2 didn’t have them. It was later in the 360-ps3 lifecycle that terrain tools became more used
Amazing!
But no option to import contours from civil 3d useless
Someone needs to teach this guy english.
Long A sound in "mesa". mAY-suh. Great video thanks!