This is what godot needed.looks like a feature it should have came out with in the first place. Great work
@andrewward32867 ай бұрын
if anyone else is having an issue with install similar to me, in the video it shows CyclopsAUTOLOAD. for me it worked when i only capitalized the "A" in Autoload."CyclopsAutoload". otherwise great addon!
@marek_tarnawski8 ай бұрын
Thanks for update! I love that there is rotation added. I just find it a bit distracting when both Godot and Cyclops gizmos are visible at the same time. The workaround I found was to have "Show list of selectable nodes at position clicked" button enabled. Then it's only Cyclops handles.
@GalaxyPedlar8 ай бұрын
I didn't realize that option would hide the gizmos. Should be a good workaround.
@jameswestbrook10318 ай бұрын
Where are you seeing this option? I'm not finding it even when searching it up
@marek_tarnawski8 ай бұрын
@@jameswestbrook1031 On top of the viewport you got starting from the left - Select mode, Move mode, Rotate mode, Scale mode and next (fifth) one after that is icon with little arrow on top of a list and that is "Show list of selectable nodes at position clicked"
@GalaxyPedlar8 ай бұрын
@@jameswestbrook1031 It;s just to the right of the editor's regular scale tool.
@UltimatePerfection7 ай бұрын
@@GalaxyPedlarWould it be possible in the future to completely get rid of the Cyclops gizmos and make it use only godot ones?
@ZanDevYT8 ай бұрын
Looks great, hope you keep working on it, Godot desperately needs a good plug-in level editor.
@Mop82-h4b7 ай бұрын
I can see this becoming much more than a simple blocking out tool for simple levels. It would be cool if in a future update there was a mesh tab similar to that of the material tab that allowed you to place custom meshes as if they were blocks.
@GalaxyPedlar7 ай бұрын
That's an interesting idea. I was thinking of expanding Cyclops to include more than just basic blocks, but there is a lot of support code I need to write first.
@SappingSoup8 ай бұрын
This is honestly mind-blowing, the care to detail you've put into this addon, the wide-gamut of options and handy features such as vertex snapping.. You're the real mvp!! Thank you for creating and sharing what to my eyes seems like digital wizardry
@Rotalice28 ай бұрын
Ah yeah, It's Here! I have been waiting for this one! thanks for the video!
@cyanidethefox21607 ай бұрын
this is amazing. this makes godot work kinda like the hammer editor.
@LangsyGamesy3 ай бұрын
This is a phenomonal tool, Thank you so much for making this!
@RosemaryWebs8 ай бұрын
as someone moving from the Source engine to Godot, this is AWESOME! keep it up, my dude!
@icespeaker818 ай бұрын
This could almost replace Trenchbroom... great work!!
@jameswestbrook10318 ай бұрын
I never quite understood that. I take it the Quake Editor is just really good for making levels even for other games/engines?
@aaronleonard13378 ай бұрын
@@jameswestbrook1031 He's referring to Qodot another level editing plugin, which uses Trenchbroom(or other Quake editors) for making CSG levels. It is really good for making levels, as it handles Quake's entity system which also lets you do signalling pretty easily, and add new entities pretty easily with some .obj model in the editor so you can get an idea what it looks like.
@UltimatePerfection7 ай бұрын
@@jameswestbrook1031It is, but this replicates it really well.
@Yoni1237 ай бұрын
I haven't used either one but I'm planning to use on of these. What are the benefits of Trenchbroom over Cyclops?
@doggo33385 ай бұрын
@@Yoni123 I gave TrenchBroom a shot, but I wasn't a fan of the interface-it felt a bit cumbersome. Also, setting up the addon for importing maps into Godot was a bit of a hassle. I find Cyclops to be more intuitive, probably because I'm used to working with ProBuilder in Unity.
@KnochenMarkSaege7 ай бұрын
This plugin is absolutely mind-blowing and a game-changer on how to fluently design Levels. Thank you so much for this
@Shodan-01016 ай бұрын
Brilliant! Thank you so much for this amazing asset!! Can't wait to see what is coming next!
@firerunnew7 ай бұрын
Это великолепный редактор! из него можно сделать целый Blender внутри Godot, если при разрезании не делить на блоки
@Tr0tim8 ай бұрын
I like moving the 3D camera by holding right click + WASD. Some operations revert as soon as you press right click, is there maybe a way to re-bind that? I'd also love a way to duplicate blocks via modifier key + Move instead of having to use the Menu command. Still, thank you so much for making a really good level design tool for Godot! Perfectly useable despite my nitpicks, great stuff!
@GalaxyPedlar8 ай бұрын
You can duplicate you block selection with Shift-D. Some of the block creation tools use right click to cancel, so you can't do that in the middle of drawing. But it should work fine otherwise.
@Tr0tim8 ай бұрын
@@GalaxyPedlarAh that’s a good shortcut to know, thanks!
@AliceAlexandra-d5t8 ай бұрын
@@GalaxyPedlar Still, the right click is a bit annoying. I wonder if, since the escape key also works to cancel drawing, we could just have the esc key and not the right click to cancel. great work on this all!
@GalaxyPedlar8 ай бұрын
@@AliceAlexandra-d5t Well, the right click cancel was a request from another user. It might make more sense if you're using mobile and don't have a keyboard? Maybe I should make a poll about this.
@abstractumusic8 ай бұрын
@@GalaxyPedlar I'm running in some problems with this aswell... I'm often using the "flying" controls to look around, which is entered by holding right click :D
@unfa006 ай бұрын
Excellent work!
@awyeagames8 ай бұрын
Awesome!!
@jameswestbrook10318 ай бұрын
This is great!
@DVRKHORSE5 ай бұрын
Thank you
@leonardoraele7 ай бұрын
Looks amazing! For future versions, can you resize the Cyclops gizmo so that it completly covers Godot's default gizmo? It's wierd that there's two gizmos and only one of them work
@GalaxyPedlar7 ай бұрын
That's probably not going to be an issue after update 1.0.4. In the meantime, you can select the godot tool to the right of the scale tool when using Cyclops to hide Godot's gizmo.
@c0rjnth14ns98 ай бұрын
Muito obrigado!
@humanharddrive18 ай бұрын
Great tool, I love it, tried 1.0.1 out with Godot 4. is there a version of cyclops for Godot 3? ☺ For drawing blocks in top view, is it possible to make it so the blocks you draw are created at the height of a previously selected block?
@GalaxyPedlar8 ай бұрын
I have no plans to port this to Godot 3. GDScript changed too much between versions, and Cyclops 1.0.2 is using some changes that require a minimum of Godot 4.1.1. You can set the block height when drawing in overhead mode by typing it into the tool properties window. I'm not sure how useful a "same as the last block" feature would be.
@humanharddrive18 ай бұрын
@@GalaxyPedlar that's no problem, thank you for your service anyway. i think same as last block is pretty important, i use it to align my drawing in hammer all the time. that way you know your blocks are aligned before you draw them. i think its pretty important when you're making complex vertical levels but are confined to a top and side view. thankfully, you have free flying in godot and can draw right in the 3D viewport so it's not as bad
@GalaxyPedlar8 ай бұрын
@@humanharddrive1 Oh, you mean the elevation. I thought you meant the thickness of the block.
@humanharddrive18 ай бұрын
@@GalaxyPedlar i meant more or less that if you're in top orthographic then if you have a block selected prior to making a new one, whatever you build is as tall and thick as what you have selected, and same for side orthographic, whatever you build would have the same side coordinate
@hery81487 ай бұрын
Thanks you so much for your work. However i don't know why but i have a problem with var state in the script numeric_line_edit.gd (cannot assign a value of type NumbericLineEdit.State to variable '""state"" with specified type State.) How can I fix it?
@GalaxyPedlar7 ай бұрын
A bunch of people had that issue. If you check out the latest development version, the class has been renamed.
@chocolate_maned_wolf6 ай бұрын
Is there going to be a “align face texture to edge” option, and a “wrap texture to adjacent surface” option like in hammer?
@GalaxyPedlar6 ай бұрын
I'm going to get into adding better UV options eventually, but it will probably be a while.
@chocolate_maned_wolf6 ай бұрын
hell yes good luck :)))@@GalaxyPedlar
@UltimatePerfection7 ай бұрын
How do you change the grid size so you can build more details than with the default grid that's 1m in size I believe?
@GalaxyPedlar7 ай бұрын
Make sure that the grid option is selected in the toolbar and then look at the Snapping panel in the lower right. You might need to move some tabs to find it. You can adjust the grid settings there.
@UltimatePerfection7 ай бұрын
@@GalaxyPedlar Thank you! Also, it seems like the grid settings (subdivisions in particular) aren't saved between sessions and I have to set it up every time.
@GalaxyPedlar7 ай бұрын
@@UltimatePerfection I've checked in an update to 1.0.3-dev for this. They were being saved, but only in some circumstances. Now they should be saved whenever you change them.
@Yoni1237 ай бұрын
One problem I'm constantly having is making an edit and then I'm used to pressing right mouse button to move around in Godot. But RMB undoes what I did in Cyclops. I tried pressing Enter before RMB but that didn't work. What can I press after editing to commit that edit so I can move with RMB after? Clicking on the Move Tool works but a hotkey would be nice. Also, is it possible to add keyboard controls like in Trenchbroom where you use the arrow keys to manipulate or make the widget handles bigger for easier clicking?
@GalaxyPedlar7 ай бұрын
Pressing Enter should commit most actions. The right click cancel thing was suggested by another user, and how it works is handled differently by different tools. If no tool is in the middle of an operation, right click should work for fly mode.
@Yoni1237 ай бұрын
@@GalaxyPedlar i tried committing rotation with Enter but that didn't work. Having fly and undo in the same button seems like a bad idea
@GalaxyPedlar7 ай бұрын
I've submitted an update to fix this issue. If you get the latest, right click will now only cancel mid-operation. I'll probably overhaul how this works when I finally move everything to a separate window.
@zuma5734 ай бұрын
followed the installation but godot says there is an error in the script
@GalaxyPedlar4 ай бұрын
Try restarting your scene. If there is still a problem, please post the error you have having on the Github website.
@161smokeblunt5 ай бұрын
I couldn’t import my textures? Do they have to be a certain format to work?
@GalaxyPedlar5 ай бұрын
The material window expects materials, not textures. You need to create materials from your textures and then add those to the material window.
@161smokeblunt5 ай бұрын
Oh okay I see, thank you! How do I convert my textures I made to a material?
@161smokeblunt5 ай бұрын
Nvm! I figured it out! Thanks again
@alfredogodoy68548 ай бұрын
YEEES
@chocolatecake500008 ай бұрын
Could you add a way to drag pngs into the materials tab? It would really help me out as making a whole new box just to export it as a material is slow. (just renaming doesn't work and if you reuse the same block it overrides the old one)
@GalaxyPedlar8 ай бұрын
I've been thinking of adding a feature like that. It is not as simple as it might seem at first. But I am thinking of adding some sort of easy to use material maker in a future update.
@aydan16867 ай бұрын
@@GalaxyPedlarthis would be a god send. Making a whole other meterial just to apply a texture in cyclops is certainly unintuitive and slows things down. It's the only flaw in this otherwise incredible tool you've created for us, thank you, truly!
Does hiding unnecessary surfaces improve performance?
@GalaxyPedlar8 ай бұрын
It should, but probably not noticeably unless you're using really heavy shaders or your scene is really big.
@RosemaryWebs6 ай бұрын
damn, its been 2 months since this version released lol hey, im working on an in-game 3D level creator, and have honestly been lost on how to go about doing it. i was wondering if you'd be able to help me out at all with it? if not, thats perfectly ok, everyone's got other things they wanna do lol. anyway, thanks for reading, if ya do. and seriously, thanks for this plugin, it definitely works wonders
@GalaxyPedlar6 ай бұрын
I do do some consultation work. A level editor can be a big job. It would depend on what your design idea was and what needed to be done.
@RosemaryWebs6 ай бұрын
@@GalaxyPedlar kinda at a minimum of face manipulation, similar to Blender or Source 2. i can probs figure out the grid stuff and such on my own i think, but its the vertex manipulation (and from there getting all triangle data, but i think i could get that data as well? idk lol)
@GalaxyPedlar6 ай бұрын
@@RosemaryWebs Cyclops has some face and vertex manipulation ability, but it's not as sophisticated as Blender. Writing a full mesh editor is tricky and requires a lot of work. You can take a look at the source of Cyclops to get some idea of how I did it
@RosemaryWebs6 ай бұрын
@@GalaxyPedlar alrighty, thank ya! ill delve into what i can figure out lol
@Yoni1237 ай бұрын
Shouldn't this new tutorial have all the content from this ols one so we don't need to see both (uv mapping) kzbin.info/www/bejne/i3LUnqBsjK6KnqM
@GalaxyPedlar7 ай бұрын
This was meant to highlight the changes from the old one. I did include some information from the old one, but I can't make a new complete tutorial for each release. The UV mapping is also likely to change in the next release. Please check the website docs for up to date info on how to use Cyclops.
@Yoni1237 ай бұрын
@@GalaxyPedlar thanks. Im still trying to decide between this and trenchbroom for my project. Need to do some more testing but Cyclops is definitely a great project I'll be keeping an eye on
@vilingor96318 ай бұрын
Awesome addon :-D this makes level designing sooo much easier, Thank you Mark!! :-) still it might be useful to know that I am unable to run the addon. I tried Godot 4.2 and 4.2.1 both on linux and windows and I get this message: "Unable to load addon script from path: 'res://addons/cyclops_level_builder/cyclops_level_builder.gd'. This might be due to a code error in that script. Disabling the addon at 'res://addons/cyclops_level_builder/plugin.cfg' to prevent further errors."
@GalaxyPedlar8 ай бұрын
The first time you run, the plugin won't load properly. This can usually be fixed by closing your project and reopening it. If that doesn't fix it, please file an issue on the github page that includes the full error message you're getting.
@vilingor96318 ай бұрын
@@GalaxyPedlar Cool :-) , thank you very much for answering :-) I tried reseting several times, did not work.. anyway.. I have seen a bit of your youtube chanell.. we are making somewhat similar videos.. I am making a comercial video game in Godot andmaking development videos 🙂do you play Gzdoom or quake 1 Darkplaces?
@GalaxyPedlar8 ай бұрын
@@vilingor9631 I have played Gzdoom and played through the classic games. Can't say I'm very good at it. But I do watch let's plays of the Doom modding scene and am very impressed with the great level design out there folks are making I'm not sure if I can help debug if I can't reproduce the error on my end. But please post everything you're getting to github - maybe there's a clue in one of the messages.
@vilingor96318 ай бұрын
@@GalaxyPedlar if I get the time I will post the error I am getting.. so maybe it helps fix the problem.. if the problem is with the addon at all.. it might be just me not knowing how to make things work.. that is more often the case :-) anyway if it is the addon bug I am sure it will be polished out, you made it so far and done this amazing work, a small bug is no problem I think :-) but addon apart, you seem like a cool guy, and I am always looking for friends online, likeminded people, it might be interesting to be friends, who knows.. :-) YES!! :-D moding scene for doom and quake is amaising, I am big fan and user of all sorts of mods, I played soooo many of doom mods trught the years.. what makes your addon unique is that it fits in to a hole that exists in level editors.. Ultimate Doom Builder (Gzdoom editor), Trenchbroom, Hammer (source engine editor) all are exelent but also unfriendly, outdated and limited, and your addon and Godot together are making something new that did not exist so far, something that is fixing (in my mind) the shortcomings of these previous editors, bringing up a new kind of FPS that did not exist so far :-)
@Muhammad-XI8 ай бұрын
I'm having the same problem .. Edit: i'm also using linux
@itsamejonarbuckle8 ай бұрын
I just got started on Godot and found this wonderful addon just days ago, great to see it's getting updates!
@zikcman8 ай бұрын
SSSoooooo cool !! GG
@thassioalves3045 ай бұрын
Thank you very very much Sir for sharing
@peterpants73 ай бұрын
Thanks so much for working on this!
@Dastweeper3 ай бұрын
Appreciate you so much!
@definitelynotbeetle8 ай бұрын
I cannot stress how good this addition is ti godot. I am brand new to the program but cyclops level builder was so easy to get into and start using!
@romankovalov90156 ай бұрын
great tool btw, great job
@carnifexx8 ай бұрын
thank so much for this much needed work
@futursoup90078 ай бұрын
Thank you!! 😎
@محمدادم-م9ذ7س8 ай бұрын
great job🤩🤩
@ihatekasper8 ай бұрын
looks amazing, the only thing that strayed me away from godot was the fact that i couldn't prototype large levels without the in-engine level builder breaking stuff. great work
@Marandal4 ай бұрын
if my blender file is in godot's directory, i can load the level that i built in blender. if i want to add anything, i make a change in blender and hit save. then Godot updates the changes. saves me from having to export and import constantly.
@ihatekasper4 ай бұрын
@@Marandal actually really good tip, thanks bro
@beepsalt6 ай бұрын
This doesn't seem to work now on 4.2.1 - when I try to enable 1.0.2 it says "Unable to load addon script from path: 'res://addons/cyclops_level_builder/cyclops_level_builder.gd'. This might be due to a code error in that script. Disabling the addon at 'res://addons/cyclops_level_builder/plugin.cfg' to prevent further errors."
@GalaxyPedlar6 ай бұрын
I just tried the latest dev build on a new project and it worked, despite the usual issues during loading it the first time. Do you get this error if you use the dev branch? I'd recommend deleting your old /addons/cyclops_level_builder directory first and replacing it with the fresh one.
@beepsalt6 ай бұрын
@@GalaxyPedlar I can try the dev branch. I’ll let you know if it doesn’t work! Thank you