Feels like everyones suddenly getting into qodot lol. Ive used hammer a bunch so it was a tool i immediately fell in love with. But the custom asset tutorial for qodot is a little unintuitive. Appreciate it.
@muddasheep Жыл бұрын
Thanks for showing off the example scenes and default entities too 👍
@igorigor3960 Жыл бұрын
you can make the code run in the editor by typing @tool at the top of the script. You can use it to see your light source settings in the editor .
@OctagonalSquare11 ай бұрын
It does take more than JUST adding @tool. There are some things like exporting a node var that will error out.
@the-guy-beyond-the-socketАй бұрын
Fgd doesnt export sometimes cause resourses work weird in godot 4.2+ What may fix this is deleting .godot folder or adding @tool at the start of the broken script reported in terminal Also just want to point out that the video is great. Trenchbroom is a really powerful tool. Also it has ability to pair with EricW tools which allows to bake lights, however the qodot plugin doesnt account for that so you cant import them. But you can add this feature yourself, thats why i love foss
@MarkWallbridge11 ай бұрын
I'll be coming back to this for sure. Thanks man 🤘🤘
@successpls Жыл бұрын
this man just knows the way to my hearth, i can get to do something asap with a dark mode
@ReclaimerStudios6 ай бұрын
Thank you so much! Straight to the point and precise, all of it works. Thanks sir!
@ivana.medina31265 ай бұрын
I used to work with Worldcraft 2.0 for making maps for Half Life 1. This is very familiar.
@herrwoland3500 Жыл бұрын
it's super useful, thank you!
@Kota-ph7nc Жыл бұрын
im glad it helped you! i had shied away from trenchbroom at first but once I realized how powerful it was I really wanted to share :)
@tante4dante8 ай бұрын
Will you be making Func_Godot tutorials too? like apparently qodot is now only on legacy support, but i couldn't find any youtube tutorials for Func_Godot and i find the documentation confusing as a total beginner :(
@jacrich6995 ай бұрын
For real? That would explain why I can't get FGDs or collisions to do right in 4.3 I was pulling my hair out
@k4gi Жыл бұрын
thanks for this video :) and the extra resources in the description!
@TheRoxxoxGuy Жыл бұрын
Really cool stuff!
@DeliciousBreakfast Жыл бұрын
I'm following along and at two different spots Qodot has behaved different for me than you: 1. Clicking "export file" in the QodotFGDFile resource inspector reports that it's skipping export because no filepath is given, so it does nothing 2. The omni in the trenchbroom map turns into a plain Node3D when I hit build, not an OmniLight3D
@Kota-ph7nc Жыл бұрын
I think your first issue is QodotFGDFile has an Export button but so does the TrenchbroomGameConfig (dont know if that is exactly how its spelled could be trenchbroom_game_config), which is the one you want to export not the qodotfgdfile. for the second one I can't say what the issue is for sure, but all that you should need to specify is the classname, description, and make sure the node class is typed exactly as OmniLight3D. sorry if this didn't actually help but hopefully it did
@AndroidACArcana Жыл бұрын
2. Found the missing step. On your qodot map node assign entity fgd with the definitions file you created (mygame.tres)
@scratchos9816 Жыл бұрын
Did you get it to work?
@deerby1500 Жыл бұрын
Im having the same issue for #2
@deerby1500 Жыл бұрын
I reviewed the code for the map compilation, i really dont see why this would be happening. It checks the node_class property, checks if it is an existing class via ClassDB, and then instantiates it. Obv OmniLight3D is a valid class type.
@EMB3D Жыл бұрын
on point, great
@elchetibo14593 ай бұрын
That's weird. When I place my omnilight in the map, it seems okay, but when I build the map in Godot, the light isn't recognised as an OmniLight3D. I did put the correct classname in "Node Class". Godot only recognize it as an "QodotEntity". What could cause that?
@elchetibo14592 ай бұрын
Nvm, fixed it! I just imported the wrong fgd in trenchbroom_game_config.tres
@thefunkymunkyz5259 Жыл бұрын
I wanna ask for your opinion: I am working on a godot game with an angled camera view and the southern walls of rooms occlude my player character. Would making all southern walls be entities and then making those entities go transparent when the player is in front of them a good idea or is there a smarter way about this? Also great tutorial video as usual!
@Kota-ph7nc Жыл бұрын
im sorry about the late reply - yeah, that sounds like a good solution! i'd probably try that first and maybe later on apply a dithering-like shader or a gradient to blend it in if it matches the style of your game (for example, might not work as well in a roguelike where you need that information). have you tried this already since you commented? :)
@FonzSuda74039 ай бұрын
Is there any way to use phong smooth shading with qodot, or any smooth shading at all?
@microcosmonaut1738 Жыл бұрын
When adding a player, is there a streamlined way to implement Quake-like movement and camera or do you have to write that from scratch? Thanks for the videos.
@CetomimusGillii Жыл бұрын
I know someone built a free Godot first person movement controller, but I haven't looked at it for a while.
@HonsHon Жыл бұрын
Unless there is a plugin, you have to build it yourself.