Now that I think of it, it was definitely lazy of me not to use it here for at least some of the models. Anyone working on Godot maps should definitely have it in their arsenal. Thank you for taking your time to point it out!
@@legiongames2400 I’m having issues with the grass texture painter. It doesn’t paint where my mouse is positioned at, any ideas to fix? I’ve tried to auto center option and it still isn’t in the right spot
"to cover up the fact that this is not a procedurally generated world with trillions of planets" ... that was the most subtle snipe (hopefully intended) at Starfield i've heard so far. Love the subtle humour in your vids. Im probably one of the thousands of Unity people that are now looking into Godot, and apart from the weird coding language, this is a pretty cool engine. Some of the interface looks a lot like Blender.
For anyone watching this that doesn't want to color the models themselves, I recommend creating a folder in models for all the graveyard assets (ie. models/graveyard-kit) then select that folder in godot before opening the file explorer and open the GLB folder and import the "Textures" folder first into your graveyard-kit folder before adding the other glb assets, this way the assets can still reference their respective colormap automatically when you import them. If you import glb assets without the textures folder you will see error logs describing that the colormap is missing
dude thank you so much, this was irritating the hell out of me. Still can't edit the individual colors like in the GLTF files in the video, but this is a bit better i guess. Thanks!
Fantastic! I am an mobile developer and I exploring Godot engine for the first time. This tutorial gave me so much motivation to develop my own game. Thank you.
If anyone's having trouble with the door textures, use GLB and just make a new MeshInstance3D as a child of the door mesh. Make the new MeshInstance a cube, and scale it to be tucked into the door. You can do this to pretty much anything else you need to add light to.
Prettymuch none of the assets had more than one material override slot. So I had to do this with several of the assets. Thank you so much for this solution.
Thankful for your content, you are one of the best teaching channel about godot, I am still thankful for the content you made about the RTS genre, and I wish you could keep moving forward, so we can create a game of that genre, for example, obtaining resources similar to age of empires, creation of units in barracks, destruction of houses, protection
Thank you for your kind words. I think doing that in 3d and updating it for Godot 4 would be a really cool idea once I'm more confident with the concepts.
In case of the wall's rotation misalignment, simple workaround (might not work in all cases, obviously): Instead of rotating the wall by 180°, just scale the relevant axis by -1.
i used the model to give the road collision. i like that the player can feel the road when he gets on it. Here is a good tutorial: ua-cam.com/video/VjuyfBaryu8/v-deo.html The relevant part starts at 22:02
I've seen some Godot Basics videos, but it never clicks... I always learn more from videos like this where an expert assumes my intelligence and just pulls me along, and I can learn by seeing 👍👍
Unfortunately it seems the gltf files from kenney's assets are no longer available, causing the color mapping to be nonexistent on most of the models. All screwed up now. I suppose manually converting it is the only way around... very very inconvenient
@@bazbrad thanks guys it worked, since I was impatient i just tried different ways to do it and idk if this is just another way of doing it but I double clicked the asset and it let me reimport it as a static body 2d
Thank you a million times for your time and sharing your knowledge. I'm looking forward for more 3D tutorials. If you are searching for ideas, gathering resources and building structures and items inside would be great! I appreciate your work a lot, keep it up!
Neat well done - small suggestion - use grid map for trees and other i.e. path items as it make it one draw call. you also do not have a lot of items in the scene tree. Got some useful info - thx
My door is very different from the one you have. Mine doesn't have the second material override. It's only a single material. And when I made it local it was a very different tree structure as yours. It copies in as "crypt-door2" for some reason. When it's made local it has another Node3D nested inside and then the mesh instance. And it also has an animation player node built it.
For those having trouble with the door only having one material I think it is because the models have been updated. If you take a look at the name for the door in the video, and the name for the door currently from Kenney they are not the same. In the video it is 'cryptDoor.glb'. In the current download from Kenney it is 'crypt-door.glb'. One more thing, he does not explain that a 'glb' file is the same as a 'gltf' file. One is binary 'glb' and one is text in JSON format 'gltf'. The models on Kenney are 'glb' I have watched a few of this programmers videos and they have a wealth of knowledge but, they are not beginner videos, he makes a lot of assumptions about the viewers knowledge base and it causes many issues as is seen in the comments.
Hey there, how come when I go to edit the assets for the graveyard FPS video, I don't have multiple options under "Surface Material Override" and there's only one color to edit (so I can't do a color of the lampost one color, and have the light part of it be a different color. For context, I've been using GLB files, and I'm on Godot 4. Like I only see one option (option 0) vs. your three (0,1,2)
For anyone trying to follow along in Godot 4.3, just be aware that at the time of me writing this the later tutorial in this series, 3D Enemies with Pathfinding and Animations has some major issues when you try and create collision for the 3D enemy model, so I would recommend following along in 4.1 to avoid any interruptions when going through the series.
@@bmexperiments498 After you download www.kenney.nl/assets/graveyard-kit and add it to your Godot project you need to make sure to right click on the file and press "New Inherited Scene". Sometimes the option doesn't show up right away and you might need to reimport the model before you can do that.
How do I make so I can walk into a door and be teleported into a room? I've been trying to follow some Tutorials but there all 2D and my game is 3D (IDK if thats a problem). To make things short, Halp!
would having all these separate objects in any way impact the performance of the game in comparison to just importing a map from blender or would the performance be around the same?
Thank you for the video! How I don’t like that you can’t edit imported models, set material, connect animation, etc. You need to constantly make duplicates, which is why the number of files increases...
As mentioned in some other "Beginner" videos on other channels. Is it possible to enlarge your mouse cursor and possibly put a highlight on it? Also the words are tiny when watching this on the go to learn between travelling to/fro work on my mobile phone. Would be nice to help us true beginners with larger font and larger mouse pointer for us to see what teachers are doing. Maybe even a "key" viewer in the corner to let us see what keys you are pressing. Feel like these features should be standard on all video tutorials for beginners
i agree i'm extreamly new to godot as in never used it and I don't even know what mesh's he's used for the world and player it would've been nice for him to start from there i understand that takes time but like some tutorial makers they usually have a time you could skip too if you don't need the 'scene set up'
I believe that the models from Kenney have been updated and the door only has one material now. They seemed to have changed the models as far as I can tell
Nevermind I'm stupid I fixed it but one problem I had to make separate meshes for a huge building of mine because they are connected to separate nodes the ceiling and floor work but when I do the outer walls it it spawns my character above and there is plenty of room for the character inside so got any fixes.
How do you move the nodes from the 1st person controller player to this project? I have tried copying & pasting (doesn't work). I have taken the nodes & made them into a scene, copied & pasted this into a new project, but it gives me all sorts of erros & won't let me open it in the new project. Any ideas?
I just found this video, I made a very similar looking game using kenney's assets for a game jam near halloween 💀 crazy coincidence, it's named "seven leaves of autumn" on itch, man, I can't get over how similar we thought of the assets damn 😂😂
For some reason, all of my collision shape 3ds have a warning on them, making them not work. What I did to solve this is(only for things like walls and fences) to make a csg box and reshape it, then set its visibility to no. Also, make sure collision is on.
@@thecringeslayer4897 something like they need to be a Godot “3d” thing, like “node 3d” or “character controller 3d”. None of the collision shapes work. However, it’s not a problem because I just use invisible csg boxes with collision.
How come the models I downloaded have different formats than yours? Mine are OBJ, GLB, and FBX. I haven't seen anyone else with this issue. It's different in other ways too--naming and missing (or renamed) files. Edit: So 3.2 is used in this video, and the new one doesn't come with textures?
GLB is what you want to use, and if you want the models to have their textures/colors already applied then you need to import the Textures folder from the GLB folder alongside the assets. See my comment for a more detailed approach to that
What if you click on the little mesh icon on the right side, does that give you access to more materials? Some models are just made with one and the way to fix it would be going through blender.
did you fix this? i tried importing it into blender and exporting it and there is still just one color (i have imported the Textures/colormap into the same directory)
@@cyri4921 i didn't sorry I was only using this tutorial to learn, so i didn't think too much of it Its weird because i used the same models and did the same steps I didn't try blender tho
@@Legit_SuperFall i think the issue is with the models that the OP uploaded. I guess we are supposed to assign materials manually in blender, which shouldn't be too hard
Thank you! When you have the roads selected you can press Ctrl+D to duplicate them and then when you go to move them now only the duplicated roads are selected so you can reposition the extra ones.
Bro I am not keeping up with the video wathsoever and it's not even one minute in. I wish you'd say what things are, especially when we have to dig into long collapsed lists of jargon we're not used to. Nothing deters me more from gamedev than having a "CS-what are you... huh?" moment every twenty seconds. I put it on pause and I go read the documentation, but then I come back to the video and I'm out of juice when there's just a box on screen and now I have to find various settings without any prep, so I try and I read when something confuses me, but then I come back to the video and there's only a fancy cube on the screen.
If I make my map 100x100, it fills up everything. And I have to zoom out like crazy, up to a point, where Godot doesn't even render the end of the map anymore. Wtf?
Look into increasing the Z-far setting on the editor camera, it will render farther. But what do you mean it fills up everything? 100x100 is really not that big for a map scale wise.
You move so fast its hard to understand what your doing. I get the appeal of having a short 11 minutes video. But when the veiwer has to stop and replay every 10 seconds of your video I think it would be better to do a longer video format and less rapid mouse movements. Thanks for the tutorial
this is not what i would call level design, where is the level planning, greybox stage and play testing parts ??, all i got from this, is stuff random thrown in there and hope for the best.
@@legiongames2400 it's just that in level design the planning is super important, that's where you decide what is going into the level and what the overall layout and flow of the level is going to be, plus a lot more.
please will you stop doing everything from scratch. i don't know what to tell you, but you need to think about this and stop doing things from scratch.
what about the performance? why didn't we used multimesh etc? thanks by the way for amazing tutorial!
Now that I think of it, it was definitely lazy of me not to use it here for at least some of the models. Anyone working on Godot maps should definitely have it in their arsenal. Thank you for taking your time to point it out!
@@legiongames2400 by the way whats the program that views 3d models in windows folders around 1:25?
@@arabadunyas4698 Windows just does previews for 3d models by default now apparently.
@@arabadunyas4698 windows will do a automatic preview for you if you have 3d viewer installed.
@@legiongames2400 I’m having issues with the grass texture painter. It doesn’t paint where my mouse is positioned at, any ideas to fix? I’ve tried to auto center option and it still isn’t in the right spot
"to cover up the fact that this is not a procedurally generated world with trillions of planets" ... that was the most subtle snipe (hopefully intended) at Starfield i've heard so far.
Love the subtle humour in your vids. Im probably one of the thousands of Unity people that are now looking into Godot, and apart from the weird coding language, this is a pretty cool engine. Some of the interface looks a lot like Blender.
Considering this came out months before Starfield it was more likely referencing No Mans Sky if anything.
Yeah it was no man's sky haha, but apparently the comment will live on as long as procedural generation does.
"I'm going to make this as beginner friendly as possible." -- "Alright I've already set up the world and the floor and the lighting..."
I gotchu. Check out the beginning of this video. ua-cam.com/video/A3HLeyaBCq4/v-deo.html
@@legiongames2400 why did I think this was gonna be a rickroll
@@squidtito8501 LOL I should be taking notes from you.
That's what I was thinking LOL
"First draw a circle... then add the rest of the face details..."
For anyone watching this that doesn't want to color the models themselves,
I recommend creating a folder in models for all the graveyard assets (ie. models/graveyard-kit) then select that folder in godot before opening the file explorer and open the GLB folder and import the "Textures" folder first into your graveyard-kit folder before adding the other glb assets, this way the assets can still reference their respective colormap automatically when you import them.
If you import glb assets without the textures folder you will see error logs describing that the colormap is missing
dude thank you so much, this was irritating the hell out of me. Still can't edit the individual colors like in the GLTF files in the video, but this is a bit better i guess. Thanks!
So upload the textures folder first is what you're saying
Fantastic! I am an mobile developer and I exploring Godot engine for the first time. This tutorial gave me so much motivation to develop my own game. Thank you.
If anyone's having trouble with the door textures, use GLB and just make a new MeshInstance3D as a child of the door mesh. Make the new MeshInstance a cube, and scale it to be tucked into the door.
You can do this to pretty much anything else you need to add light to.
Prettymuch none of the assets had more than one material override slot. So I had to do this with several of the assets. Thank you so much for this solution.
Thankful for your content, you are one of the best teaching channel about godot, I am still thankful for the content you made about the RTS genre, and I wish you could keep moving forward, so we can create a game of that genre, for example, obtaining resources similar to age of empires, creation of units in barracks, destruction of houses, protection
Thank you for your kind words. I think doing that in 3d and updating it for Godot 4 would be a really cool idea once I'm more confident with the concepts.
In case of the wall's rotation misalignment, simple workaround (might not work in all cases, obviously): Instead of rotating the wall by 180°, just scale the relevant axis by -1.
Should have thought of that honestly LOL. Thank you.
From India with love, great tutorials, simple and super easy to learn, have a great life brother 😍😍😍
Thanks! 😃
4:02 for the road, you should use a multimesh3D or gridmap for better performance and easier level design.
i wouldn't even use a model for that, rather a texture with normal map.
i used the model to give the road collision. i like that the player can feel the road when he gets on it.
Here is a good tutorial:
ua-cam.com/video/VjuyfBaryu8/v-deo.html
The relevant part starts at 22:02
in this case that sucked actually. too many collisions
this was super awesome and helpful to watch through, thank you!
Thank you for watching! :)
I've seen some Godot Basics videos, but it never clicks... I always learn more from videos like this where an expert assumes my intelligence and just pulls me along, and I can learn by seeing 👍👍
Unfortunately it seems the gltf files from kenney's assets are no longer available, causing the color mapping to be nonexistent on most of the models. All screwed up now. I suppose manually converting it is the only way around... very very inconvenient
use the glb files instead and need to make a mesh for them is all
I don't have the Option "Change Type" at 1:41 and therefore can't add a proper Collision shape to the crypt.
try clear inheritance first
@@bazbrad I have the same problem and clear inheritance isn't there either
You need to save the scene first. Then the 'Clear inheritance' option will appear. After that, 'Change Type' becomes available. Hope that helps!
@@Beubbas Make sure you save these scene then clear inheiritance then save again
@@bazbrad thanks guys it worked, since I was impatient i just tried different ways to do it and idk if this is just another way of doing it but I double clicked the asset and it let me reimport it as a static body 2d
Thank you a million times for your time and sharing your knowledge.
I'm looking forward for more 3D tutorials. If you are searching for ideas, gathering resources and building structures and items inside would be great!
I appreciate your work a lot, keep it up!
Neat well done - small suggestion - use grid map for trees and other i.e. path items as it make it one draw call. you also do not have a lot of items in the scene tree.
Got some useful info - thx
That would definitely save a lot of resources, thank you for the suggestion.
Thank you. I'm trying to learn how to make a 3D environment and this was helpful. I thought the trick you did to create the moon was really cool.
Haha thank you friend! :)
3:09 Surface Material Override ,i make local but i have 1 material what i do wrong?
My door is very different from the one you have. Mine doesn't have the second material override. It's only a single material. And when I made it local it was a very different tree structure as yours. It copies in as "crypt-door2" for some reason. When it's made local it has another Node3D nested inside and then the mesh instance. And it also has an animation player node built it.
4:10 you could use a gridmap for the road and other elements, that way you don't have an insane amount of nodes in the scene
Just in time! Nice tutorial
Thank you :)
For those having trouble with the door only having one material I think it is because the models have been updated. If you take a look at the name for the door in the video, and the name for the door currently from Kenney they are not the same.
In the video it is 'cryptDoor.glb'. In the current download from Kenney it is 'crypt-door.glb'.
One more thing, he does not explain that a 'glb' file is the same as a 'gltf' file. One is binary 'glb' and one is text in JSON format 'gltf'. The models on Kenney are 'glb'
I have watched a few of this programmers videos and they have a wealth of knowledge but, they are not beginner videos, he makes a lot of assumptions about the viewers knowledge base and it causes many issues as is seen in the comments.
1:23 i dont see the models on the right in the window, what do i have to do to see it?
Hey there, how come when I go to edit the assets for the graveyard FPS video, I don't have multiple options under "Surface Material Override" and there's only one color to edit (so I can't do a color of the lampost one color, and have the light part of it be a different color. For context, I've been using GLB files, and I'm on Godot 4. Like I only see one option (option 0) vs. your three (0,1,2)
Same, have you found a fix yet?
in godot 4.3 what replaces the thing in 0:53
thank you for this tutoriel it helps me a lot
Thanks for sharing this, really useful !!! new sub. Greetings from Argentina!
Thanks for the sub!
Good work bro, i have the same assets but not the same creative brain as you, awesome level!
Thanks a lot for these tutorials they're are awesome really helpful
Thank you friend! :)
Terrific video!
For anyone trying to follow along in Godot 4.3, just be aware that at the time of me writing this the later tutorial in this series, 3D Enemies with Pathfinding and Animations has some major issues when you try and create collision for the 3D enemy model, so I would recommend following along in 4.1 to avoid any interruptions when going through the series.
Thanks g
This is an awesome tutorial
at 1:30 how did you combine into 1 scene, add a collision shape (with menu - "advance import settings.. etc on the video)
Help. Please. Thank you.
2:04 I click on the mesh menu and click create single convex collision sibling which adds a collision shape that looks like the model.
@@legiongames2400 the model isnt appearing like the one you have. on 1:32 (model) i dont have that one. how did you made it?
1:38 on my godot, it doesnt opened a new scene...with the model
@@bmexperiments498 After you download www.kenney.nl/assets/graveyard-kit and add it to your Godot project you need to make sure to right click on the file and press "New Inherited Scene". Sometimes the option doesn't show up right away and you might need to reimport the model before you can do that.
why doesnt the "change type" appears to me???
How do I make so I can walk into a door and be teleported into a room? I've been trying to follow some Tutorials but there all 2D and my game is 3D (IDK if thats a problem). To make things short, Halp!
would having all these separate objects in any way impact the performance of the game in comparison to just importing a map from blender or would the performance be around the same?
Great resource for level design.
the first couple of scripts I implemented were random placement and brushes before learning about plugins
when I enable the uv1 triplanar, the floor had plenty of white line, How can I fix the problem?
Looks like the texture has transparent background in the vertical edges. If you crop the texture slightly you should get rid of the white lines.
Wow awesome
I am not sure if Qodot is available for Godot 4.0. That's one of my go-tos for level designing.
i have a problem that is that i cant use two surface material override. there is problem no other than that
did you find a fix?
@@cyri4921 no
I also have this problem
Thanks this is really helpful
Thank you! :)
3:11 The door I got only has one material.
Yeah the Kit seems updated
You guide everything well done...pls guide everything ill appreciate that
Thank you for the video!
How I don’t like that you can’t edit imported models, set material, connect animation, etc. You need to constantly make duplicates, which is why the number of files increases...
Yeah tbh a lot of work that could be streamlined a bit more easily, I agree.
how do you do that you can't walk trough the objects??
Thank you for watching! Add a static body with a collision shape.
As mentioned in some other "Beginner" videos on other channels.
Is it possible to enlarge your mouse cursor and possibly put a highlight on it?
Also the words are tiny when watching this on the go to learn between travelling to/fro work on my mobile phone.
Would be nice to help us true beginners with larger font and larger mouse pointer for us to see what teachers are doing. Maybe even a "key" viewer in the corner to let us see what keys you are pressing.
Feel like these features should be standard on all video tutorials for beginners
i agree i'm extreamly new to godot as in never used it and I don't even know what mesh's he's used for the world and player it would've been nice for him to start from there
i understand that takes time but like some tutorial makers they usually have a time you could skip too if you don't need the 'scene set up'
this isn't the best complete beginner tutorial to be honest. id watch this as your second tutorial
Hi Vro when I use Mesh Collison Shape THen the Game Hangs Please help me any solution??
New subscriber brother, keep it up!
Whenever i import a grave model and try to dupe it, an error pops up saying resource file not found. Would you mind explaining why this is happening?
ok nevermind it just fixed itself?
hi. when i import those assets to my godot 4.3 project i have only 1 surface in the surface material override. what should i do?
I believe that the models from Kenney have been updated and the door only has one material now. They seemed to have changed the models as far as I can tell
I selected the single convex collision and it didn't work it gave me a collision shape 3d node but throws an error saying it has no shape plz help
Nevermind I'm stupid I fixed it but one problem I had to make separate meshes for a huge building of mine because they are connected to separate nodes the ceiling and floor work but when I do the outer walls it it spawns my character above and there is plenty of room for the character inside so got any fixes.
could you programmatically change max angle for things you WANT the player to be able to walk on?
Yeah, it's the floor_max_angle property on the CharacterBody3d.
@@legiongames2400 would be cool, instead of changing it globally for the character. just for specific things that need extra allowance.
nice thx for video friend
I'm glad you enjoyed! :)
Thank you!!! 🤜🤛
love it .. your demo rocks. yours videos too .. new sub ;)
Thank you friend!
How do you move the nodes from the 1st person controller player to this project? I have tried copying & pasting (doesn't work). I have taken the nodes & made them into a scene, copied & pasted this into a new project, but it gives me all sorts of erros & won't let me open it in the new project. Any ideas?
I just found this video, I made a very similar looking game using kenney's assets for a game jam near halloween 💀 crazy coincidence, it's named "seven leaves of autumn" on itch, man, I can't get over how similar we thought of the assets damn 😂😂
Great minds think alike LOL I really like how you changed the crypt though, how did you do that?
For some reason, all of my collision shape 3ds have a warning on them, making them not work. What I did to solve this is(only for things like walls and fences) to make a csg box and reshape it, then set its visibility to no. Also, make sure collision is on.
what does the warning say?
@@thecringeslayer4897 something like they need to be a Godot “3d” thing, like “node 3d” or “character controller 3d”. None of the collision shapes work. However, it’s not a problem because I just use invisible csg boxes with collision.
How come the models I downloaded have different formats than yours? Mine are OBJ, GLB, and FBX. I haven't seen anyone else with this issue. It's different in other ways too--naming and missing (or renamed) files.
Edit: So 3.2 is used in this video, and the new one doesn't come with textures?
GLB is what you want to use, and if you want the models to have their textures/colors already applied then you need to import the Textures folder from the GLB folder alongside the assets. See my comment for a more detailed approach to that
Hey, anyone else only have one material per model? idk if im doing something wrong
What if you click on the little mesh icon on the right side, does that give you access to more materials? Some models are just made with one and the way to fix it would be going through blender.
did you fix this? i tried importing it into blender and exporting it and there is still just one color (i have imported the Textures/colormap into the same directory)
@@cyri4921 i didn't sorry
I was only using this tutorial to learn, so i didn't think too much of it
Its weird because i used the same models and did the same steps
I didn't try blender tho
@@Legit_SuperFall i think the issue is with the models that the OP uploaded. I guess we are supposed to assign materials manually in blender, which shouldn't be too hard
When I install the walls, I don't see previews. May I ask what program you use to see the 3D model?
makeing / drawing road with spline path...
Yeah definitely the next step from here if you want bigger maps, makes things a little easier.
muy buen canal
gracias loco por la ayuda
cuando sea un desarrollador millonario voy a volver a darte un donativo
great guide. when you create a road, how do you drag and copy while the roads are so close together?
Thank you! When you have the roads selected you can press Ctrl+D to duplicate them and then when you go to move them now only the duplicated roads are selected so you can reposition the extra ones.
clean
Bro I am not keeping up with the video wathsoever and it's not even one minute in. I wish you'd say what things are, especially when we have to dig into long collapsed lists of jargon we're not used to. Nothing deters me more from gamedev than having a "CS-what are you... huh?" moment every twenty seconds. I put it on pause and I go read the documentation, but then I come back to the video and I'm out of juice when there's just a box on screen and now I have to find various settings without any prep, so I try and I read when something confuses me, but then I come back to the video and there's only a fancy cube on the screen.
Is this your usual workflow for making 3D levels for Godot? What is the most performant way to create 3D levels, Blender and then an import?
You can just use shaders for small stuff like plants
ua-cam.com/video/R-bjXOEQyX8/v-deo.html
The volumetric fog isn,t working plss help
What mode are you running godot in?
If I make my map 100x100, it fills up everything. And I have to zoom out like crazy, up to a point, where Godot doesn't even render the end of the map anymore. Wtf?
Look into increasing the Z-far setting on the editor camera, it will render farther. But what do you mean it fills up everything? 100x100 is really not that big for a map scale wise.
why cant i move
You move so fast its hard to understand what your doing. I get the appeal of having a short 11 minutes video. But when the veiwer has to stop and replay every 10 seconds of your video I think it would be better to do a longer video format and less rapid mouse movements. Thanks for the tutorial
why does my body is falling?
This was what I got when I looked up for beginners. That's my fault. I should put FOR FOOLS instead. I look up godot tutorial FOR FOOLS
What determines the choice of using a csg box for the ground vs a static body with a meshinstance?
Convenience. It's the same thing if you're just using a simple shape for the floor.
+1 sub
Thank you! :)
While these tutorials contain helpful information, they move way too fast and are hard to follow at various points.
Thank you for watching. Sorry, still figuring out the pacing
this is not what i would call level design, where is the level planning, greybox stage and play testing parts ??, all i got from this, is stuff random thrown in there and hope for the best.
Thank you for watching and I'm sorry that the video is not up to your standard, hopefully I can learn these cool techniques for next time!
@@legiongames2400 it's just that in level design the planning is super important, that's where you decide what is going into the level and what the overall layout and flow of the level is going to be, plus a lot more.
"Similar to Call Of Duty".....LOOOL
please will you stop doing everything from scratch.
i don't know what to tell you, but you need to think about this and stop doing things from scratch.
Never. I wrote this comment from scratch.