Love your video. I wish more people would take the time to make a time lapse of their work. As someone that makes Godot video and tutorials you will inevitably get people that complain about not enough details but I really think this type of overview adds to the community learn a ton. I can figure out the details of how to do something if I know what to look for. But as someone with no real game design xp I like to see other people's work flow. You mention it might not be the best way to make a world but I like to have lots of examples of workflows and so I can integrate the parts I like. So that is a long way of saying thanks for the video and make more.
I haven't half a clue what I'm doing when it comes to most 3d software just play around as abit of a hobby but your video is still very professional and entertaining to watch, well done dude.
Great to see more advanced 3D tutorials. I would have separated this out into 3-4 slower tutorials though. Easier for people to absorb, and more content for you.
Can't you use a single function for all your chunks and make it loop through said chunks to check for what LOD to display, rather than copy/pasting a new function for each chunk ?
You could, also you could use an array, you can code whatever you want. I was super tired and in this project for hours already, that's why I just pasted it. If you do it in a more sophisticated manner, please send me an updated code.
Hi! It's an old video, I wouldn't use this method these days, I recommend using Zyllans Heightmap terrain add-on, you can separate tiles into chunks with it, just export your heightmap textures per chunk in a different software also you can write a script to load all Hterrain chunks depending on your player location to preserve memory. Terrain collision and all that jazz will be perfect this way.
Awesome tutortial but I wish the terrain bit had more elaboration, or that this video was split into separate videos that're more in depth. Regardless, very informative and great!
Noted, thank you for feedback! I will try to be more precise with future videos, I haven't touched Godot in a while, I'm gradually improving my coding skills, compared to this video maybe after 4.0 release, we'll see.
Hey, I'm trying to use this exact method, but I encountered some problems. This is an old video, but I hope you can help me out here. First of all it is impossible to extrude a plane with a multires modifier on it. I can't figure out how you did it, as changing the geometry on the lowest resolution level completely messes up the mesh. So I tried joining multiple planes, applying the high res modifier, sculpting and separating the individual pieces afterwards. This kind of works, but the individual pieces do not perfectly connect and leave visible seams. It is possible to manually snap the verts on the edges to the same position to make the object seamless, however, seams are still visible in Godot due to the overlapping verts having different normals. So I created a copy of the whole terrain, merged vertices (removing doubles) and used a Data Transfer Modifier to copy the normals from the merged mesh to the terrain comprised of individual (albeit joined) pieces. It looks perfect in Blender, but when exporting to Godot, there are still clearly visible seams. This is driving me crazy, how do people actually end up with seamless terrain chunks?
Hmm, I'll be honest I don't remember that part really well by now. I remember having the problems you have listed in the comment above, but somehow, I did find a way to either extrude the mesh and retain the data from multires. Also I had no problems with seams in Godot upon export, strange. By the way, I wouldn't bother with this method thought, there's a new C++ based plugin with a very good terrain optimisation available for Godot 4 as of now. It's really good.
Thanks a lot for your quick answer! After some more experiments, I found that the seams came from my gltf-export settings, because the custom normals were not exported properly. It works much better now. Also, thanks for your link, I will probably try the plugin, but I like understanding how things work first before relying on magic plugins ;) @@MeshVoid
just a question but, why not use vertex color for the splat map and just use flat projection via the shader? I honestly don't know...thus the question.
You can, absolutely! There are no set rules, to be honest, I don't even remember why I decided to use splatmap back then. I haven't opened Godot in a while already... Maybe I ran some look-dev tests and didn't like how it looked, I don't remember. But you can try using vertex colors, yup.
you could greatly reduce the amount of time it takes to color splatmaps by doing it via a shader script instead of doing it manually. It would require checking the height and normal direction (the steepness) of each vertex and assigning the splatmap textures accordingly.
Hi and thank you for this video ! I'm starting to learn Godot and programming, and to learn faster i decided to replicate a game i used to play in my childhood. I did the terrain in Blender and i got stuck because i don't know how to use more than 3 channels for the texture part. Someone did an infinite channel in Unity but didn't understand anything since i'm a complete beginner in programming. Do you have any idea where i could learn how to use more than 3 channels ?
Could you please Do a Series on this Topic Godot Games Are Lame and this might be the Boost people need to make Godot Games A Little bit Better. I don't think a full-on series on steps on how to make an open world is necessary. but can you go more into Detail on the LOD System in a much smaller Scail AKA Optimising Game Performance? no one has ever done this for a Godot game least non that I have found. would really Aprishiate more Godot Tutorials! you have no idea how much of a Brake Thought this is to the Godot Indi Dev Comunity! Also, a little Tip EVERYONE IS GOING CRAZY FOR GODOT TUTORIALS!!!
I think it used to have a working LOD system, but it got ditched after 3.1, so that something more solid could be implemented. I think maybe LOD system will be implemented after Vulkan port.
It's the American z vs the English z. Canadians (with exception), Aussies and Brits say "zed" whereas Americans say "zee". I'm surprised every time someone doesn't seem to know this, considering they speak some dialect of English.
@@CERDIP acronyms don't inherit the pronunciation from the words that form them, so that's not a useful argument. And it IS pronounced like giraffe, or like jif, the peanut butter. Because the creator of the format said so.
Hai, my guy... If you are still active. please help me... I need to know about this terrain mesh makeing processes more clearly. If you know any doc, another video. any thing would help.
Yup, that's the way to do it. Rig character in Blender properly, export to any game engine with animation, code your character controls, and whatever you like.
@DAY PRODUCTIONS I might someday, can't promise though. I recommend checking Brackey's channel, he has it all covered, there's different high-quality tutorials on how to make game prototypes of different genres, character controls and etc. This should help you in with the basics to make your own games and characters and stuff. Also, there's free learning hub for Unity skills acquired in C#, and game development in general can then be transferred to Godot and other engines. ru-vid.com
@@MeshVoid I haven't used Godot in a while, although I'm starting now a sandbox project so I might bump into that pretty soon. Then thanks for the tip, it will be useful. :)
Alright, I just read in the tracker that it will be implemented in 4.0, so we will have it in a little while. It does suck that those parameters are still showing in the properties panel but do nothing. xD
I don't know why I'm answering this, but nothing prevents you from adding more and more chunks. As I have said in the video I made a square kilometer to test things out.