Handling large scene in Godot
9:46
Prevent Tile Texture in Terrain
9:54
GDExtension for Android in Godot
4:36
Alien Planet Terrain in Godot
9:41
Auto Vertex Painter in Godot
7:33
10 ай бұрын
Depth Texture explained - Godot
8:10
M Terrain Shader introduction
5:40
Terrain Grass Tutorial - Godot 4.1
21:25
Пікірлер
@savhasuvhe
@savhasuvhe 7 сағат бұрын
Please may I have a full beginner tutorial to set-up and create terrains please
@drawtheword7590
@drawtheword7590 23 сағат 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
@mohsenzare2511
@mohsenzare2511 21 сағат бұрын
Strange! look at the physics setting on terrain and see the layer setting match your player layers settings
@ElGato-m3b
@ElGato-m3b Күн 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
@firerunnew
@firerunnew Күн бұрын
Is it possible to somehow create roads for transport using these paths? So that the road texture is drawn exactly along the path?
@amirhm6459
@amirhm6459 10 күн 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
@mohsenzare2511
@mohsenzare2511 10 күн бұрын
yeah there is a brush for flatten
@amirhm6459
@amirhm6459 10 күн бұрын
@@mohsenzare2511 I mean for non destructive workflow and quick itertations like in UE
@mehdiip
@mehdiip 11 күн бұрын
خیر ببینی فارسی شو هم بگو . میفهمم انگلیسیو چی میگی . بهتر فارسی ام بگی ؟ قوربونه دستت
@ensarija
@ensarija 12 күн 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
@RuddsReels
@RuddsReels 13 күн бұрын
What is this plug-in called?
@mohsenzare2511
@mohsenzare2511 13 күн бұрын
MTerrain
@RuddsReels
@RuddsReels 13 күн бұрын
@@mohsenzare2511 Thanks a lot!
@darkgn0ll587
@darkgn0ll587 14 күн бұрын
Thank you very much- very clear explanations!
@cjdaylight3407
@cjdaylight3407 15 күн бұрын
how did you generate height map that big
@mohsenzare2511
@mohsenzare2511 15 күн бұрын
I used world machine!
@VojtechLacina
@VojtechLacina 18 күн 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?
@mohsenzare2511
@mohsenzare2511 18 күн 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!
@GMDPowerTalksndjd
@GMDPowerTalksndjd 19 күн бұрын
Your pc specifications
@EeVeE3D
@EeVeE3D 22 күн бұрын
Gteat work... Thank you..
@amirosman8797
@amirosman8797 22 күн 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?
@mohsenzare2511
@mohsenzare2511 22 күн 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!
@n41sd
@n41sd 23 күн бұрын
OMG, you save my project with this thanks!
@mohsenzare2511
@mohsenzare2511 22 күн бұрын
Great!
@slava.kuznets
@slava.kuznets 23 күн 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. 🫡
@mohsenzare2511
@mohsenzare2511 22 күн бұрын
Thanks you very much! I am glad you like it!
@titman4645
@titman4645 23 күн бұрын
you really should change the mpath icon
@NoctorOnwood
@NoctorOnwood 23 күн 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?
@mohsenzare2511
@mohsenzare2511 22 күн 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!
@NoctorOnwood
@NoctorOnwood 22 күн 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.
@mohsenzare2511
@mohsenzare2511 22 күн 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!
@NoctorOnwood
@NoctorOnwood 22 күн 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!
@mohsenzare2511
@mohsenzare2511 22 күн бұрын
@@NoctorOnwood Come in discord channel!
@GreenCrowDev
@GreenCrowDev 23 күн бұрын
Good job! I really like the non-destructible workflow, keep it going!
@mohsenzare2511
@mohsenzare2511 22 күн бұрын
Thanks a lot!
@vranigavrani
@vranigavrani 24 күн бұрын
Great work man, its just like you read your mind. This feature is exactly what i wanted.
@mohsenzare2511
@mohsenzare2511 22 күн бұрын
Glad you liked it!
@darksignal_dev
@darksignal_dev 24 күн бұрын
Hi , your terrain addon is so cool. It has so many features. But its not good for beginners and other works. Like you cant create a procedural geenrated world etc. I think you should work on making your terrain UI , features, code syntax etc more simpler instead of adding new features.
@zaferec2354
@zaferec2354 24 күн бұрын
I totally agree. What users always want to do is create terrain with one click. I couldn't have done all this even by watching this video.
@NoctorOnwood
@NoctorOnwood 23 күн бұрын
Functionality and ease of use are always a trade-off, you can't have both. I think this plugin is on its way and it can help people who are serious about developing games. The terrain generation function you mentioned can be done with many professional software, or by extending the art workstation of your choice. They often use node workflows, which is essentially a visual programming language, even the use case is very limited. Creating terrain in an art workstation will add some pipeline work. Mohsen has demonstrated how to make and import it use World Machine. If you use other software, you need to explore it yourself. In some opensource environments, you may need some plugins or do some adaptation extension work, such as Blender, because usually only complete commercial software will make complete industry adaptations in professional workflows. This is a rather tedious task and an important part of their commercial value. But if you only need to adapt to Godot, it is actually not that much work. Using a professional art workstation will always give you better results, while a one-stop solution will tie your hands and feet. This is the direction of development of the Unreal Engine that I am not optimistic about. It always tries to do things like DCC software. I don't understand why I need those functions in game engine. Using professional DCC tools is obviously more comfortable, richer and more powerful. Of course, some DCC functions of UE are well done, and it tries to make short-term profits in this regard. I think this is the main motivation. But the 3D art workstation is obviously a large enough feature library, and there is enough fierce competition in that field. Even in film and television workflows, the final composite step is often separated, and all the finished artworks are placed here for final processing, assembling and rendering. In addition, the game engine also has to complete very complex game logic, which is already troublesome enough. If it is mixed with the art workstation, it will be too large and complicated. This largeness and complexity are the current situation of the Unreal Engine.
@timmygilbert4102
@timmygilbert4102 24 күн бұрын
You haven't answered about no man sky type of terrain 😢 are they possible?
@mohsenzare2511
@mohsenzare2511 22 күн бұрын
I don't think so! For something like no man-sky you need to write from the base everything else! this terrain just works for traditional way of making terrain I mean by already existing height-map
@timmygilbert4102
@timmygilbert4102 22 күн бұрын
@@mohsenzare2511 to be frank, the everything else is handling pole, using 3d noises and orientation for the tiles. That's not a lot
@olmrgreen1904
@olmrgreen1904 24 күн бұрын
Your contributions to the community are just insane! Thanks for that awesome work!
@mohsenzare2511
@mohsenzare2511 22 күн бұрын
My pleasure!
@TwEtr-q4i
@TwEtr-q4i 24 күн бұрын
🎉🎉🎉
@TwEtr-q4i
@TwEtr-q4i 24 күн бұрын
Add road 🛣️ height terrain ❤❤❤
@deepcanionstudioita3818
@deepcanionstudioita3818 24 күн бұрын
looks really cool
@SaiponathGames
@SaiponathGames 24 күн бұрын
I hope that video I sent you was helpful
@mohsenzare2511
@mohsenzare2511 24 күн бұрын
Yeah that was helpful! thanks
@CodingKaiju
@CodingKaiju 24 күн бұрын
Wow, this non-destructive workflow wasn't even something I knew I was missing from my life. Very cool. Thank you!
@mohsenzare2511
@mohsenzare2511 24 күн бұрын
Great to hear!
@Sina_Qadri
@Sina_Qadri 23 күн бұрын
@@mohsenzare2511 heyo fellow Godot dev are you an iranian (if yes then barikalla mohsen khube in plugin!)
@mohsenzare2511
@mohsenzare2511 22 күн бұрын
Yeah I am Iranian, Thanks Man
@huraqan3761
@huraqan3761 26 күн бұрын
Cool video :) Say, what if you have a depth value from a raymarching shader and want to write it to DEPTH? I understand that the value should be made non linear and mapped between 0 and 1 (with 1 for closest and 0 for furthest)
@huraqan3761
@huraqan3761 26 күн бұрын
I found an approximation: DEPTH = 1.0 - (atan(d * multiplier) / (PI*0.5)); Where multiplier is some constant around 12.0 in my case. It's not precise enough to properly intersect with other geometry though... But it looks OK in some cases.
@sinbala698
@sinbala698 27 күн бұрын
It doesn't work , in godot 4.4
@mohsenzare2511
@mohsenzare2511 26 күн бұрын
in Godot 4.3 to forward some stuff in GDExtension has been changed! it will be corrected in the next release of Terrain! and even if you build terrain by yourself it will work
@GauchoForge
@GauchoForge 29 күн бұрын
Hi! Would this work to generate terrain at runtime? Valheim type
@pycraft-q2l
@pycraft-q2l Ай бұрын
great my iranian friend :)
@FaktaLain_YT
@FaktaLain_YT Ай бұрын
I like your voice 😅
@ZuHan-h8w
@ZuHan-h8w 8 күн бұрын
.... this is not his voice, this is the plug in maker voice. His voice is manly
@Talktodiv
@Talktodiv Ай бұрын
Now we have a high performance terrain without complexity,and thanks ❤
@mohsenzare2511
@mohsenzare2511 Ай бұрын
Thanks
@fredericklebeault3467
@fredericklebeault3467 Ай бұрын
Pretty cool addition to the plugin!
@mohsenzare2511
@mohsenzare2511 Ай бұрын
Glad you like it!
@Matthew_Fog
@Matthew_Fog Ай бұрын
Wow! WAIT A MINUTE!!!! That's someone else talking, right? AI or voice actor, correct? Or did you improve your English??? Anyways, great video!
@fredericklebeault3467
@fredericklebeault3467 Ай бұрын
If you read the description, RossUnger is the designer of the plugin's UI. I'm pretty sure he's the one presenting this improvement.
@Matthew_Fog
@Matthew_Fog Ай бұрын
​@@fredericklebeault3467 Ohhhh ok
@expectnull
@expectnull Ай бұрын
i am pondering for a longer time if i should somehow make godot-heightmap-terrain work with godot gardener. maybe i will not need to if i used this plugin instead. by which method is grass rendered (particles/multimesh), does it support lods and does the plugin provide collisions within the editor?
@mohsenzare2511
@mohsenzare2511 Ай бұрын
This use multimesh! It also support grass with collision for things like tree!
@ristopaasivirta9770
@ristopaasivirta9770 Ай бұрын
Ability to paint areas for the navigation where it's allowed or not allowed is very good tool to have. Great job on the terrain plugin and tools!
@mohsenzare2511
@mohsenzare2511 Ай бұрын
Thanks 👍
@ianclayton
@ianclayton Ай бұрын
Superb, a great addition to an already excellent and long needed plugin. That's a lot of effort. Please keep the momentum going, this is going to be incredibly useful to the community.
@mohsenzare2511
@mohsenzare2511 Ай бұрын
Thanks, will do!
@resist_or_die
@resist_or_die Ай бұрын
great work!
@mohsenzare2511
@mohsenzare2511 Ай бұрын
Thanks a lot!
@zikcman
@zikcman Ай бұрын
As alllllllllllways, it's impressive !!
@mohsenzare2511
@mohsenzare2511 Ай бұрын
Thanks
@drinkspartypack
@drinkspartypack Ай бұрын
wow this is incredible there is so much effort put into this i will definitely try it
@chimingito
@chimingito Ай бұрын
yessss
@foixa
@foixa Ай бұрын
Godot 4.3 Couldn't open MTL file 'res://addons/m_terrain/gui/human_male.mtl', it may not exist or not be readable.
@mohsenzare2511
@mohsenzare2511 Ай бұрын
That is not a big deal! I think Godot 4.3 can not import that mesh! does terrain works?
@psyboyo
@psyboyo Ай бұрын
Explained, learned, works. Amazing, thank you!
@hotindavid1623
@hotindavid1623 Ай бұрын
Absolutely amazing and useful work. thank you very much.
@GregX999
@GregX999 Ай бұрын
Finally, I understand how local, world and view space work in shaders! Thank you!
@mohsenzare2511
@mohsenzare2511 Ай бұрын
Your welcome
@Skiggles
@Skiggles Ай бұрын
This is awesome but how do you blend the strength of multiple normal map and assign to NORMAL_MAP_DEPTH?
@HevonCZR
@HevonCZR Ай бұрын
3:40 could you elaborate on this further more? How to get this negative space inside a fogvolume, just put negative density and thats it? using the same shader? how so?
@wassim.rayane1
@wassim.rayane1 Ай бұрын
How do I learn Godot on a phone version3.5 pleaase😭