Thank you for this series! This is the only place the described setting up the C++ GDExtension in a way that's understandable.
@Ijostrom2 күн бұрын
Hello there, thank you for the excellent series! I'm not very familiar with GDScript, so would you please answer this for me: Are the variant/type constants in GDScript part of its syntax, or literals attached to variables/enums in the source code? ex: 'myVector = Vector2.UP' or 'PI' I'd like to write something like 'myVector = godot::Vector2::UP;' instead of 'myVector = godot::Vector2(0, -1);' in my extensions. In the Godot Engine source code, I've viewed the implementation of: vector, input_enums, vector2, etc... But I didn't find any constant variables/enums. Thank you for your time. I moved this comment from Part 4, and deleted the original.
@fabians78072 күн бұрын
Hi, thanks for your video. With Godot 4.3 fog is not moving over time. Do you have any ideas? Thanks
@Daimosuesukosu4 күн бұрын
What would have occurred the plugin isn't there anymore? :(
@mohsenzare25114 күн бұрын
Plugin is exist where did you searched?
@Lucas-gg9yb7 күн бұрын
2 months you don't post a video and you also don't answer the issue i opened on github, just when i decided to use mterrain in my project! I just want to detect the texture in some position to apply game logic to it, but i don't know how to do it in mterrain.
@mohsenzare25117 күн бұрын
Hello Dear Sorry about that! We are busy with other work! by the way recently I am not acitive on Github! please come to discord! explain what you need!
@Lucas-gg9yb6 күн бұрын
@@mohsenzare2511 I made it to detect the surfaces, now i want flat transitions between the textures
@harshnj7 күн бұрын
Thanks for this awesome plugin. But I think the wiki hasn't been updated in a long time...
@themincemeat9 күн бұрын
Your terrain tool has a lot of potential BUT I found it is really hard to start using, these are some problems I've ran into: - Parameter names are obscure and don't have tooltips. - If I try to read documentation - it is, firstly, doesn't match the current addon state, secondly, barely readable because of the completely broken english and confusing wording. - User needs exactly THREE parameters for terrain (talking about only dimensions and resolution here): 1) it's Width in meters 2) it's Length in meters 3) Cell size in meters (step-size between verticies at LOD0). That's basically it, users shouldn't care about how it works under the hood and calculate relations between different parameters in their mind. - It's just too easy to break, one wrong step and the whole engine crashes. Couldn't get into it rn, but hope to see it get better
@Lucas-gg9yb7 күн бұрын
You're right! I liked the plugin and it's functions, the performance is a monster!! but it really easily crashes the whole engine if you do anything wrong. I had to basically almost reverse engineer the plugin to understand how to texture and paint correctly, because the documentation is out of date, I opened issues on GitHub 1 week ago and I'm not even answered. It really needs some errors treatment under the hood, to evade all these crashes. One annoying feature it have is that everytime you open the scene you need to mark the create checkbox, it gets worse when you use something like proton scatter, I'm using it in my game to scatter rigid bodies (my game will have a lot of them), because of this need to mark the create checkbox, the proton scatter nodes also needs you to update them individually after that, because it don't find the collision to scatter stuff. In my game I need to detect the floor texture to give the equivalent adderence to the car wheel, I don't find it anywhere how can I do it.
@mostafar85149 күн бұрын
very good. thank you
@samuraikina59089 күн бұрын
Hey, what if i have an error and im compilling? Is there a way to debug the errors before compiling? I mean waiting 10min everytime i change something seems like an eternity 😂 but thanks for showing how to edit this...i wish it didnt take too much time to compile
@owenlloyd25289 күн бұрын
Thank you
@owenlloyd252810 күн бұрын
You are extremely clever. (I will have to watch this video - and others by you - a few times to train my ears to learn your accent 😄 so that I fully understand things). But thank you for the vid and the project.
@mohsenzare25119 күн бұрын
Thanks Man, Glad you like it
@Lucas-gg9yb11 күн бұрын
this image creator is not appearing for me, i'm using the lastest version.
@Lucas-gg9yb11 күн бұрын
this image creator just not appear to me!
@Lucas-gg9yb11 күн бұрын
everything looks promising, but when i run the game the terrain don't get created, is this a bug or a feature?
@Lucas-gg9yb11 күн бұрын
This looks nice, i'm testing some terrain plugins on my arcade rally game, and it's mterrain turn and i have one doubt: How can i get the texture in the terrain from a raycast? I need to detect the texture to apply the correct grip and surface resistance to the car wheels. i've already done it in the TerraBrush plugin by using this logic in the wheels script: var surface_data: Object = car.terrain.GetPositionInformation(global_position.x, global_position.z) if surface_data != null: var surface_name: String = surface_data.Textures[0].Name Then i use the name to get the attributes from a dictionary i made in gdscript that contains all the surfaces and its informations.
@Lucas-gg9yb11 күн бұрын
another question: i saw there's a character that i can use to measure the relative size of the terrain, what occurs is that the cars are like two times bigger than the actual character in proportion, can i raise the scale of this character somewhere?
@CrazyFlyingMonk11 күн бұрын
Thankyou very much for the tutorial, i didnt even know how to start trying to make the data readable
@Noxtor21 күн бұрын
Excellent tutorial!
@Antiirgendwas28 күн бұрын
Does Godot (4.3) "want" linear colorspace for 2D as well? I imported an linear colorspace image as an Texture2D and it looked horrible. I then imported the same image in sgrb and it looked a lot better. Does this mean its generally better to use sgrb in 2D in Godot ?
@robertxy127Ай бұрын
Hi, dont quit the project please. I am on Godot 4.4 i was looking for a terrain plugin. Terrain 3d is not for me. Finally, i found m_terrain
@robertxy127Ай бұрын
Thank You, This fix I issue that I was having with my meshes.
@zikcmanАй бұрын
Thx !
@sourajyotibiswas3278Ай бұрын
man please share the script u added to the mterrain node
@WildGrowthJАй бұрын
This is awesome
@melpeslierАй бұрын
Thanks
@gudmo49Ай бұрын
I dont get how to paint my terrain, i add the layer and in the uniform name i have to use my texture's name in my shader code, right? I did that, then added a brush with color, but when i try to paint i see nothing, ive been hours trying to paint my terrain but i cant
@melpeslierАй бұрын
Thanks bro !
@VijayKotekalАй бұрын
Is it support texture painting?
@VijayKotekalАй бұрын
Is it works in android editor??
@wazaleoАй бұрын
Hello ! nice tutorial i struggle to instance grass on the mesh taking account of the height map, any tips ?
@mehdiipАй бұрын
خیر ببینی خیلی ممنون .😮
@hi_im_gushАй бұрын
How do I call methods on another custom Node type not defined in Godot, but in my project?
@savhasuvheАй бұрын
Please may I have a full beginner tutorial to set-up and create terrains please
@drawtheword7590Ай бұрын
i want to use this but my player always falls through the surface of the terrain and don't know why or how to fix it
@mohsenzare2511Ай бұрын
Strange! look at the physics setting on terrain and see the layer setting match your player layers settings
@ElGato-m3bАй бұрын
Why when I run scons in the directory above godot-cpp it re-compiles ALL of godot-cpp? I just want to recompile the extension
@firerunnewАй бұрын
Is it possible to somehow create roads for transport using these paths? So that the road texture is drawn exactly along the path?
@amirhm6459Ай бұрын
wow hopefully will have some flatten modifier using this curve for terrain area inside the curve, this will really cool to make flat area for buildings
@mohsenzare2511Ай бұрын
yeah there is a brush for flatten
@amirhm6459Ай бұрын
@@mohsenzare2511 I mean for non destructive workflow and quick itertations like in UE
@Lucas-gg9yb11 күн бұрын
@@amirhm6459 why don't you use the same approach as the roads?
@amirhm645911 күн бұрын
@@Lucas-gg9yb that's what I talking, flatten the area using curves and put buildings in that area, if you want to move the city 100 meters to the left, just move the curve and the building meshes, without using brush. but the road is not fill inside the area, you got it right?
@mehdiip2 ай бұрын
خیر ببینی فارسی شو هم بگو . میفهمم انگلیسیو چی میگی . بهتر فارسی ام بگی ؟ قوربونه دستت
@ensarija2 ай бұрын
4:20 because they are instructions to the compiler how to treat the code before it is compiled into binary form. Once the compiler parses it, it is done. And those "preprocessor" directives are no longer part of the code. I used to program Arduino boards and they have similar commands but they are called "compiler directives". Useful video on the topic: kzbin.info/www/bejne/mGPPZZaGlq-kers
@RuddsReels2 ай бұрын
What is this plug-in called?
@mohsenzare25112 ай бұрын
MTerrain
@RuddsReels2 ай бұрын
@@mohsenzare2511 Thanks a lot!
@darkgn0ll5872 ай бұрын
Thank you very much- very clear explanations!
@cjdaylight34072 ай бұрын
how did you generate height map that big
@mohsenzare25112 ай бұрын
I used world machine!
@VojtechLacina2 ай бұрын
This is awesome. I love UE terrain and road systems and this is very close! Thank You for Your work. Are You considering roads with side props (lamps, railings, sidewalks) and rivers/ lakes, for the future updates?
@mohsenzare25112 ай бұрын
Yeah I am working on a CurveInstance system which also can be used for road side! it is half complete! I put some video in progress section of discord if you are interested you can see them!
@GMDPowerTalksndjd2 ай бұрын
Your pc specifications
@EeVeE3D2 ай бұрын
Gteat work... Thank you..
@amirosman87972 ай бұрын
This is absolutely amazing, this tool alone is adding an insane power to the Godot game engine, it’s better a while since I watched these videos and I might have forgotten some stuff, I just want to know if I can use my own grass, trees, rocks models with this tool, also the materials, textures and other stuff?
@mohsenzare25112 ай бұрын
Off-course you can use your own grass! just create them for different level of detail and you are good to go! Also you need to understand the concept of the grass system! I made some video about them!
@n41sd2 ай бұрын
OMG, you save my project with this thanks!
@mohsenzare25112 ай бұрын
Great!
@slava.kuznets2 ай бұрын
Надеюсь у тебя большой запас мотивации, потому что делаешь невероятно крутую вещь. Этот инструмент единственный, который я осваиваю и пользуюсь им с удовольствием. Даже стандартные инструменты Terrain в Unity и Unreal Engine не приносили столько удовольствия в работе, как твое творение. 🫡
@mohsenzare25112 ай бұрын
Thanks you very much! I am glad you like it!
@titman46452 ай бұрын
you really should change the mpath icon
@NoctorOnwood2 ай бұрын
Hello Mohsen, I am very happy to see the current development status of M Terrain. I just want to know would it be expensive to generate roads at runtime based on the coordinates chosen by player and save the changes to the terrain? For example, Player created Village 1 at coordinate A, then Village 2 at coordinate B. We automatically generated a road between the two villages 1 and 2. Will this significantly increase the memory requirements of the hardware, or increase the size of the archive file?
@mohsenzare25112 ай бұрын
As this working really fast in editor I believe you can use that also at run-time! The UI part of the road deformation is written in GDScript but the core functionality is done in c++! there is a class in c++ which is responsible for that! it is called MCurveTerrain, you just need to pass the ID of the connection with terrain, some setting and it will modify for you the terrain!
@NoctorOnwood2 ай бұрын
@@mohsenzare2511 That's great! I am very excited about it. As you mentioned several times in this video, we need to merge the layers at the end, if we were do this at runtime, we would probably need to save a heightmap of the world in each game save file to ensure that the preset height map is not destroyed, I'm just worried that would make the save files too large.
@mohsenzare25112 ай бұрын
By the way when you save something on some layers! that will not duplicate the entire terrain Height-map! that will create a layer data only for the regions which is changed! For now you can do this! but I think we need to add compression algorithm which we did for heightmap to layers too! If you really decide to make a game which need this mechanic come and discuss about it! maybe we need to do some small modification! but I think it will be possible!
@NoctorOnwood2 ай бұрын
@@mohsenzare2511 Thanks for your help and invitation, the basic idea comes from classic strategy games, where players will explore natural resources → build facilities to develop → expand new trade roads between these settlements, but in an RPG game. I'd love to join the discussion, in a place suitable for long-form discussions, where should I go? where is our main discussion board now? Thank you!
@mohsenzare25112 ай бұрын
@@NoctorOnwood Come in discord channel!
@GreenCrowDev2 ай бұрын
Good job! I really like the non-destructible workflow, keep it going!