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.
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 :(
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
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
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.
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!
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? :)
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.