and this is how I finally get a shader that works on godot 4 and is actually easy to understand and implement!! Thanks Man, genius thinking here you had, saved in favorites, subscribed and liked
@Lowwaels17 күн бұрын
thanks
@Gumpa218 күн бұрын
So what if I want to recolor non-Pixel Graphics? For example a plain old image from Photoshop, just normal painted shading, and I would love to have the "cntrl+u" hue slider in Godot. How could I do that? I try to build a kind of Character Editor at the moment, and currently all my assets are just grey, but I further down I would love to paint them properly and then the modify wont work correctly, as it will screw up the shading. Any suggestions?
@Ombarus18 күн бұрын
If you want a smooth shading you might be better with a HSV shader (Hue-Saturation-Value). Something like this maybe (not my own) godotshaders.com/shader/hsv-adjustment/
@Gumpa218 күн бұрын
@@Ombarus Thank you very much for your fast reply! I tried one hue shader that a friend send me, who knows the program better than I. That is already working good. :) So witht he other values it will be even more useful. Do I have to unserstand the lines that are in the shaders, or do I just copy and roll with it? I personally have barely any programming experience outside of BlueJ which was a decade ago in School. So I know there are full courses on Godot, but atm I have to figure out one by one what I actually need for my current Idea. I want do create a dragon-Character editer, and so Far I've only doen the sprites in Grey, as I didn't know if I were to color them, to easily change the tone. But with the HSV I can just adjust it like in Photoshop, without the need to do one sprite per color, which will make just a huge hazzle to implement. Its sad that there are no more personal messages on KZbin, I only saw your reply by chance, as I had the video still open. If its ok, and I have another question, could I reach out to you via mail or something, when Iam getting into trouble with the programm? I want to have that project finished due to the exhibition on 25th, and want to spend most time on illustrating, so I tried to get all programming-difficulties out of the way beforehand :) I'll try the whole HSV shader later today. I also want a simply UI for the Character Editor, like triangles back and forth for the different assets, and a middle button to flick through 6-10 colours or so, but maybe a little palette would be cool, too, but I don't want the UI to get to overboarding, like in many other dressup games.
@lancebenson489120 күн бұрын
Any reason why I cant see it in the Planet scene but I can see it in the main scene?
@luckyknot26 күн бұрын
Btw would be awesome if you could explain how to apply shaders to dialog text like you do at kzbin.info/www/bejne/hYKkpaRpmZWKf9k Looks cool!
@Ombarus18 күн бұрын
I go into quite a bit of details in this video kzbin.info/www/bejne/qGewaGt6mqigpqssi=9OFx-VMuzbgyNVam . I don't directly show the shader itself though
@luckyknot26 күн бұрын
Thanks a lot for this valuable video on how to organize the UI. I must say I use C# and when I see the so-prone-to-human-typing-error extensive use of literals in GDScript I get scared! kzbin.info/www/bejne/hYKkpaRpmZWKf9k I know this was an init param, but the signal needs two string literals anyways.
@dueddel27 күн бұрын
Indeed very neat! Thanks for your videos! 😘👍
@ssk805328 күн бұрын
Finally I understand UI systems Thank you soo much!!!
@Ali-uk3pw28 күн бұрын
Not particular to your topic but I highly recommend you making the switch to C# with visual studio code or Rider as external editor for any Project that scales beyond 1-Week. The Godot Api for C# is pretty straightforward and proper static typing via C# helps a ton. At least worth a try if you are anyways into "well structured projects". Proper IDEs come with refactoring options and compile time fails due to static typing.
@furki-2828 күн бұрын
helped me thank you!
@_I-OvO-I_28 күн бұрын
THANK YOU, finally some architecture videos that show how to structure things and not just slapped on beginner stuff. Please more videos like this.
@NADLABS28 күн бұрын
I love the beard! Amazing video!
@Ombarus28 күн бұрын
My daughter made me do it!
@skepsys_d28 күн бұрын
Great video bud, so good to see content from you again. Stay safe out there.
@pipeliner896928 күн бұрын
UI tutorials for Godot ware ultra welcome!
@eedoan28 күн бұрын
good stuff!
@WellSwolen69Ай бұрын
I was so confused by this video KZbin recommended me this video before the first in the series!
@BreadSauce4Ай бұрын
I'm trying this in Godot 4.2.2, and there is an error saying "res://3D/Planet Generator/Resources/PlanetData.gd:70 - Invalid call. Nonexistent function 'get_data' in base 'GradientTexture1D'." What do I use instead to still return a PackedByteArray?
@OmbarusАй бұрын
I haven't ported it to Godot 4 myself, but someone on discord posted this snippet: data.append_array(b.gradient.get_image().get_data()) I hope it helps
@BreadSauce4Ай бұрын
@@Ombarus That worked, but now it says "Invalid image: image is empty" even though I have a gradient texture set up in the array.
@TheAstrocricketАй бұрын
I am having issues with "dynamic_texture.create_from_data()", it is just not working, I've printed and debugged all of the parameters and they are all valid. Whenever I print the data from the dynamic_texture though, it prints an empty array... It always outputs, "Invalid Image: image is empty"; Always pointing at the mentioned line.
@BreadSauce4Ай бұрын
I'm having the same issue, did you end up fixing it?
@thygrrr2 ай бұрын
Since this was recorded several years ago, just as a warning for future viewers - I dont think you ubderstood ECS architecture well at this point. :) especially leading with serialization was... super weird.
@thomasparker73052 ай бұрын
I went to watch the video but I didn't see it. Is it not quite back up yet?
@culteducube41082 ай бұрын
It is precisely because they are a massive corporate company that they do that kind of bullying. First the employee who has found the opportunity to attack you has to justify his/her job, then usually the type of person who occupy such position might tend to personnaly enjoy opportunites to actually use the little power they have (and don't give up easily), which is using the legal resources of their employer to absolutely destroy whoever they target, even if what they do is ethically wrong. I am sorry you've ended up in this situation and wish you good luck.
@ColorauGuiyino2 ай бұрын
Maybe writing an e-mail to youtube? They have to change that and punish supercell in cases like this.
@LeSingeDeMars2 ай бұрын
I'm happy to heard you again. I hope you will have time for vids and that everything go well for you.
@collinvisser71082 ай бұрын
neat - glad you are still alive .
@davepowder40202 ай бұрын
They got bought by Tencent. I think you've answered the mystery of the change in their behavior.
@dcb61132 ай бұрын
Nice to see you again i was worried there are sujimon in Japan. You believable like Mozes now looking forward for GODot videos.
@jRsqILVOY2 ай бұрын
One issue I hit is that if you have a very big planet, the forced camera distance culling will always cull (e.g. when the centre of the mesh is over 10 million metres away). AFAIK there is no way to disable it completely either and it seems the max distance you can set is around 10 million units (probably due to it being float32 too).
@Ombarus2 ай бұрын
Do not think of it as Meters but 1 Unit in Godot = 1 000Km if you want to get a sense of scale. This simple method won't allow you to walk on it though. If you want to be able to walk on it you will have to consider LOD (Level Of Detail), culling and many other problems related to Floating point precision errors.
@jRsqILVOY2 ай бұрын
Yeah exactly, that doesn't work if you use the physics system, since it is only accurate to around 0.01 - 0.001 units or so IIRC. I think the only option is to scale down the planet as you move "away" - so like the camera is tricked with the distance remaining constant but the object getting smaller.
@danieldo5452 ай бұрын
The intro sound effect is a bit harsh on the ears
@virgomaquiavelico582 ай бұрын
2:53 i can't download it, how you get that route?
@thanatosor2 ай бұрын
Great, now i can sculpt 😂
@tsvetomiriliev58042 ай бұрын
7:14 what do you mean by "true" triangle?
@Ombarus2 ай бұрын
pronunciation is hard. I was trying to say "TWO triangles". Meaning two triangles are used to make one quad.
@tsvetomiriliev58042 ай бұрын
@@Ombarus Thank you.
@AdamsAGD2 ай бұрын
well i solved my own problems again and i dont know why this is happeneing but my TOP color, the one for the mountain peks i coming out as my ocean layer, so i just used t+0.001 and it seems to fix it. why tho.....
@AdamsAGD2 ай бұрын
for some reason my topmost color is showing up as the ocean layer :(
@AdamsAGD2 ай бұрын
edit.. again i fixed my own problems through many trial and error.. ugh.. One problem that still persists tho is when i add a new noise resource to my planet, it disapears until i actually set the resource and noise texture. again oh well its not horrible bad just anoying. Nxt video here i come ps, i also used the abs() function abs(level_elevation) * n.amplitude . i feel like it amplifies the noise more rather than just expanding the entire planet.
@AdamsAGD2 ай бұрын
EDIT: ok i got it working :( it cost me many a headaches. One problem in 4.2.1 tho is every time i remove the planetData resource from the inspector tab it goes to the code var pointOnUnitSphere := pointOnUnitCube.normalized() * planet_data.radius saying radius is nil, not a big deal. anyone needing the code for 4.2.1 .. just scroll down , thinkamake2946 has the answers, wish i did that before spending 2 hours googling for proper syntax :( Make sure to change the radius set/getters too. @tool extends Resource class_name PlanetData @export var radius := 1.0 :set = set_radius @export var resolution := 10 : set = set_resolution
@financeonyt36643 ай бұрын
Did anyone fix the seam that is created from the normals not being oriented properly between faces?
@vincentcleaver19253 ай бұрын
How could do that to us?! 8-P
@darthvader02193 ай бұрын
What is the new function for set_shader_param in Godot4? I am getting a non existant function error?
@mggame_3 ай бұрын
You should use set_shader_parameter in Godot4
@zayman403 ай бұрын
For some reason I'm not even getting the square when I run the scene
@juanhernandez-up4pg4 ай бұрын
thank you
@coolmanthecool6034 ай бұрын
I dont like how you did that, but cool tutorial.
@shanefoster53054 ай бұрын
I'm working in GODOT 4.2.1 and if class_name PlanetMeshFace is giving you trouble, just save it and reopen it. It sometimes has trouble loading the class_name.
@thygrrr4 ай бұрын
Proportional zoom is easiest and feels perfectly intuitive. Just multiply zoom by 0.90 to zoom out, and 1.11 to zoom in. In your pinch case, the Factor is the radius ratio to previous frame.
@PHDtt4 ай бұрын
is it possible to make a tutorial for 3D scene ?
@TriviaQuizocity4 ай бұрын
Not really sure why you added another noise to make mountains. you could have kept the idea of noise being between 1 and -1, multiply that by the normal vector and amplitude and ADD that to your original verticie vector. then square or cube the noise value above 0 and multiply it by a larger amplitude. 1# you have more control this way because your radius doesnt scale with your amplitude, 2# the method of exponentializing your values over 0 and multiply that by a larger amplitude will give you terrain that isnt supper rugged while still giving you nice tall mountains here and there and 3# it just looks better this way
@J_A_C0234 ай бұрын
Anyone that starts a video sounding like Mario is LEGIT in my book <3 Thanks brother!
@rockets4lifegaming4 ай бұрын
The hardest part was converting the setget to Godot 4.2 Edit: IT FINALLY WORKED, ALL THREE SCRIPTS HAVE TO HAVE THE @tool KEY
@klembokable4 ай бұрын
OK holy cow as someone who just started brute force learning python I'm so glad to see I'll never grow out of subtracting one in the range to try and fix index range errors. I can't wait to grow out of iterating over lists for everything