Hey! Awesome video! If I may ask, you see, I'm making a similar project also in Godot, but can't seem to find online how to extract mario's original animations from the 64 using Fast64 so that I can use them in Godot. You didn't explain how you did that, so if it's not much problem, can you explain it to me briefly?
Hey thank you, I'm glad you like it! 🙂 I remember that it was really hard to get all the animations working. But I think I took this video to learn how to do it : ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ql0UjZJtEOo.html
Make sure you use the Godot .Net version (and make sure dotnet sdk is installed on your computer). Also, make sure you build the project using the hammer button on the top right. Let me know if it helps!
Wow, this actually looks feasible for an actual game. Not saying we’ll get Legend of Peach: Breath of the Plumber, but if they wanted to I could see that happening. Nice job! 👍
I'm glad you like it 😁! I believe you mean like "import" an heightmap, right? If so, there are no official way, yet, but this is definitely possible. You're gonna need to create a resource with your heightmap. Make sure it's in the RGF format (red green channels, float. Red for the heightmap, green for the holes). Then you should be able to place it under "zones". I might create an importer at some point.
@@spimortdev Thank you! Yes, I meant importing a heightmap. I understand the RGF format now . However, my current heightmaps are in PNG and EXR formats, and your tool doesn't seem to support those. The supported formats are TRES, RES, TEX, DDS, KTX, and KTX2. Do you have any advice on how I could convert my heightmaps to one of these formats? I'd really appreciate your help! Also, it's great to hear that you're considering creating an importer, that would be incredibly useful. Thanks in advance!
@@pullsar7449 You should take a look at this dicussion I had with someone, few months ago : github.com/spimort/TerraBrush/discussions/72 This one shows an example of converting a heightmap (png file) into multiple zones in TerraBrush. Keep in mind that this example uses RF format (Red channel only) since the holes feature was not a thing at this point. You should use RGF now. Also, if needed, I have a discord server (link in the bio).
I love the idea, but I wish you used the original source files for all the maps and characters. You put so much effort into this when everything was already done. You just needed to place them where they needed to go. I would totally play mario 64 open world if it was made with the original maps and characters.
This is pretty awesome, but I have somethings to point out. -Bob-omb battlefield looks kinda wrong, and it being right next to giants trees and smooth terrain just makes it a little weird -The walking sound is WAY too loud, my god -I believe I saw big boos haunt out in the open, which is obviously wrong since you shrunk to a tiny size before going in -speaking of that, where’s the courtyard? It’s not really attached to the castle’s geometry but we do need a courtyard if we wanna access BBH -going on with the first problem, the trees look gigantic compared to their actual size Ok that’s all ig
Thank you, I'm glad you like it ! 🥳 To be honest, I never thought about the fact the we shrink when going at big boos, and now I realize that it does not make sense in my world haha! Obviously this is more like a proof of concept but you are totally right! Thanks for your observations 🙂!
I’m considering doing a similar concept. What I’m finding out is the original gameplay alludes to some cannon connectivity to the castle. Like dire dire docks connecting to the castle lake… the metal cap cave connecting to the waterfall… and the haunted house basically being outside the rear castle courtyard. Having those connect could make it feel so natural
hello my friend, in the case you answer my question, does your terrain system also support navigation meshes? i know other terrain tools like terrain3D do, but i really liked how this one works and it UI, so i wanted to know that
@@spimortdev ok perfect, got it working now, it what i was wondering for a bit, because i had it on mesh instances and of course it crashed hahaha. In any case, perfect thanks man :)
@@spimortdev hello again, i got a little doubt about something else hahaha, the options in the WaterResource and water flow, are to change the effect of a shader if its added to the water right?
Does the Foliage System work on Terrain from other plugins? I already have a Terrain3D world with a lot of manual texturing and I'm really looking for a way to add Trees etc to my world
Absolutely loving the addon! Im running into an issue with trees not properly loading materials, im not sure if its because they have 2 materials in one mesh or because they have transparancy, but either way the textures show up fine in editor but disappear at runtime, any thoughts?
Honestly, I think it would be interesting to see all the levels just be physically connected at the points where the paintings usually are, with the castle interior actually being inside the castle facade (with whatever modeling that has to be done to hide it or make it look natural) and if the levels overlap in any places, turn those into actual connection points that encourage exploring. It would turn the whole game into one big jungle gym.
I try my best to answer all the questions 🙂 GameDev is just a hobby I do in my spare time, I have a full time job, sometimes it's hard to answer or work on my personnal projects
@@XxComboBloxxianxX_GameplaysOfc I remember following a tutorial on it (sorry, it's been quite a while). I think it was this one : ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ql0UjZJtEOo.html
Cities Skylines 2 uses an off the shelf product called "Coherent UI" to use React (other frameworks should also work) for all of their UI with a native renderer. I'd recommend taking a look just so you aren't reinventing the wheel!
If you say so 🤷♂ I guess you think that this recreate the nodes all the time. The whole project is based on a dependency system. Only when needed a control gets updated (not recreated, I only create it once). The goal is not to have a static UI, the goal is to be able to handle the dynamic aspect of a component. That's why it has a binding system At some extent it can even be more performant since a value knows when to update each control. Anyway, I did not benchmark anything, this is just a fun experiment. We'll see how/if it evolves 🙂
@@spimortdev For the label's case you just needed to embed some script into the input box that grabs sibling and changes it's content, it also could update the value at the same time. The list gneration, fine that's not exactly static
I have no idea what is this because I'm new with coding myself. It probably have to do with css and html implementation inside godot right? Is it lighter file size wise? I hope you can make godot plugin with this. It seem fun to use. Keep up the good work. 👍🏻
I was thinking about building something like this, it's super cool to see I'm not alone. For mine I was considering using XML documents, that way you can get formatting help from XML extensions in VSCode. But yeah overall super cool, hope to see more about this eventually!
I was looking for syntax highlighting for inline strings but did not find one sadly. I want the template to be inline because I want to "share" the variables with both the component and the template, like in React. But yeah, this is def. a cool projet 🙂
This looks very cool! The templating syntax is very promising. Now I just have to write a parser to pair with it that converts the css box model key words into style attributes in Godot and we can style UI with CSS like God intended 😂