I'm definitely going to use this for a project. Thank you so much!
@MirceaKitsune Жыл бұрын
Very beautiful, thanks for making and sharing this tutorial! Made me smile seeing Godot and TheDarkMod compared so closely: Love them both and TDM never ceases to amaze me with how much it got right and still does with each update.
@fdmazlum Жыл бұрын
Thanks for the tutorial, very excited for Godot 4 videos coming from you :D Hope you're doing well
@Sp1cyP3pp3r Жыл бұрын
Thanks! This is very helpful tutorial, hope to see more from you!
@latetoworkpandaАй бұрын
YO for anyone who is watching this and cant get the color unless the colorrect is on screen, make sure to go into the Render Target tab in the colorrect and switch update mode to always!
@duftcola Жыл бұрын
Great video. I am glad you are keeping on with your channel!
@Setter153 Жыл бұрын
Great tutorial, Thank you so much!
@sweetyoungpure Жыл бұрын
Nice - really smart idea for light detection, will give it a try :) Thank you for the informative video
@aneckdope Жыл бұрын
your channel is a treasure trove, thank you for your hard work!
@bossanova34949 ай бұрын
THANK GOD FOR THIS VIDEO
@Averr1 Жыл бұрын
Perfect explanation, thank you!
@herorobb Жыл бұрын
Just found this channel. Very good stuff.
@ThunderPlayStudios Жыл бұрын
Kudos friend. This was awesome
@ReversedFootage Жыл бұрын
Very well done, thank you for the great tutorial!
@emergencyrussell8 ай бұрын
Is the light detection supposed to break if you hide the texture/color rectangles or am I doing something wrong? I would have thought they were downstream, not middlemen, of the textures and color values. In other words, how do I declutter the HUD so it's just the progress bar and still have light detection work as intended? Anyway, fantastic tutorial, man. I love the insight into one of my favorite games of all time. 💪💪
@simbalion36944 ай бұрын
Yooo, having the same issue, did you ever figure out a solution? It really feels like the visibility of the color rect and texture rect shouldn't matter for the way it's written in the code, but it does...
@evandroijanques55243 ай бұрын
@@simbalion3694 I had the same problem, i solved it by going into the inspector sheet of the subviewport and setting the "update mode" of the "render target" to "always". I was 2 hours deep in this problem hahahaha. I hope it solves your problem too.
@simbalion36943 ай бұрын
@@evandroijanques5524 Thanks for the possible solution! I actually ended up switching to a simpler way to detect light for my game because this method seemed overkill for my purposes, but if I end up switching back I'll definitely try this out!
@TheRealBlackNet10 ай бұрын
I love Thief and want to do something thieflike. Thanks.
@Zerling25005 ай бұрын
To make this work in 2D, one should make some tweaks: 1. Set up the main viewport's culling mask: var cull_mask: int = 20 get_tree().root.get_viewport().canvas_cull_mask &= ~(1 void: world_2d = get_tree().root.world_2d
@NonUnknownDev Жыл бұрын
WOW, Huge content here dude!!!
@CrushingJosch Жыл бұрын
Brilliant approach and explanation. I would clean up the code a bit more to have a dedicated node for the light detection and not everything in the player script, but otherwise super easy to follow. I also love stealth games, unfortunately I am currently not working on any. But nevertheless good to know!
@Toskyval Жыл бұрын
Would be correct to assume that the Thief arrays cast method regarding the lightmap brightness could be used to trigger different SFX on different horizontal surfaces f.e. muffled steps when walking on models/textures named as carpets?
@skaruts Жыл бұрын
Do you think you could make some Material Maker tutorials? Your materials look pretty good. I'm not at all happy about some materials I've been trying out from _ambientcg._ They're overly realistic, and bland as well, with very low contrasts (e.g. light bricks with also light crevices). But I'm completely clueless about apps like Material Maker. So many nodes, and so little clue how to use them. :) Thanks for this video, btw. I've tried implementing this kind of thing once, but I couldn't make it work that well.
@Lycam9 ай бұрын
There a entire library you can access inside the program, it downloads other's people materials on from the site.
@BinaryBolias Жыл бұрын
I think it would be preferable for there to exist a built-in _light probe_ type of object, which could detect the light received at a point - _or perhaps a full 3D space_ - in the same way as the light would be received by a mesh surface to be rendered. This would skip the usage of a camera and interpretation of luminance from the camera's view. Anyhow, for this video's method, could the downscaling step be effectively skipped by using a 1x1 pixel camera resolution to capture the image?
@Lycam9 ай бұрын
light probes are just 'cameras', at least godot's implementation.
@99JasonKim Жыл бұрын
amazing~keep going
@Heulerado5 ай бұрын
I tried to implement this in 2D, but something must work differently, because the light outside the SubViewport aren't affecting the objects inside the light detector. Or am I doing something stupid?