Entities, Targets, and Special Tools in Trenchbroom/Qodot in 10 Minutes

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  • เผยแพร่เมื่อ 24 ก.ค. 2024
  • audio might still cut out in some spots but main part is fixed
    an explanation of tools such as shear, cut, brush, and CSG tools, and also how to setup enemies, pickups, doors, signals and more in trenchbroom. intended as a part 2 to the last video
    links:
    godot engine - godotengine.org/
    trenchbroom - trenchbroom.github.io/
    trenchbroom docs - trenchbroom.github.io/manual/...
    cruelty squad level design - steamcommunity.com/sharedfile...
    qodot creator entity explanation - • Qodot FGD and Entity s...
    qodot entity guide - github.com/RhapsodyInGeek/Qod...
    check out my socials:
    / shmakota
    github.com/shmakota
    shmakota.itch.io
    outro music: prod. sourkidd

ความคิดเห็น • 30

  • @deerby1500
    @deerby1500 6 หลายเดือนก่อน +8

    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.

  • @ReclaimerStudios
    @ReclaimerStudios 12 วันที่ผ่านมา

    Thank you so much! Straight to the point and precise, all of it works. Thanks sir!

  • @muddasheep
    @muddasheep 8 หลายเดือนก่อน +9

    Thanks for showing off the example scenes and default entities too 👍

  • @igorigor3960
    @igorigor3960 7 หลายเดือนก่อน +11

    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 .

    • @OctagonalSquare
      @OctagonalSquare 4 หลายเดือนก่อน

      It does take more than JUST adding @tool. There are some things like exporting a node var that will error out.

  • @MarkWallbridge
    @MarkWallbridge 4 หลายเดือนก่อน +5

    I'll be coming back to this for sure. Thanks man 🤘🤘

  • @successpls38
    @successpls38 7 หลายเดือนก่อน +3

    this man just knows the way to my hearth, i can get to do something asap with a dark mode

  • @k4gi
    @k4gi 8 หลายเดือนก่อน +1

    thanks for this video :) and the extra resources in the description!

  • @tante4dante
    @tante4dante หลายเดือนก่อน +3

    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 :(

  • @TheRoxxoxGuy
    @TheRoxxoxGuy 8 หลายเดือนก่อน +3

    Really cool stuff!

  • @herrwoland3500
    @herrwoland3500 8 หลายเดือนก่อน +5

    it's super useful, thank you!

    • @Kota-ph7nc
      @Kota-ph7nc  8 หลายเดือนก่อน +2

      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 :)

  • @AttaKru
    @AttaKru 7 หลายเดือนก่อน +1

    on point, great

  • @FonzSuda7403
    @FonzSuda7403 2 หลายเดือนก่อน

    Is there any way to use phong smooth shading with qodot, or any smooth shading at all?

  • @DeliciousBreakfast
    @DeliciousBreakfast 8 หลายเดือนก่อน +8

    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
      @Kota-ph7nc  8 หลายเดือนก่อน +2

      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
      @AndroidACArcana 8 หลายเดือนก่อน

      2. Found the missing step. On your qodot map node assign entity fgd with the definitions file you created (mygame.tres)

    • @scratchos9816
      @scratchos9816 7 หลายเดือนก่อน +1

      Did you get it to work?

    • @deerby1500
      @deerby1500 6 หลายเดือนก่อน

      Im having the same issue for #2

    • @deerby1500
      @deerby1500 6 หลายเดือนก่อน

      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.

  • @thefunkymunkyz5259
    @thefunkymunkyz5259 7 หลายเดือนก่อน +3

    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
      @Kota-ph7nc  7 หลายเดือนก่อน +2

      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? :)

  • @microcosmonaut1738
    @microcosmonaut1738 7 หลายเดือนก่อน

    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
      @CetomimusGillii 7 หลายเดือนก่อน +2

      I know someone built a free Godot first person movement controller, but I haven't looked at it for a while.

    • @HonsHon
      @HonsHon 6 หลายเดือนก่อน

      Unless there is a plugin, you have to build it yourself.