Non game developer trying to learn here, but it sounds like everyone is frustrated and confused with grid maps because creators tend to publish universal asset packs?? So if I buy an asset pack and want it to work in Godot sometimes I might need to open up 3D modelling software like Blender to make a few tweaks? Trying to make sure I follow the gist.
Ok, to my eyes the main reason gridmaps are so frustrating is because in comparation with 2D tilemaps, the former (gridmaps) are really rigid. And when jumping from 2d to 3d the logical transition from a well-know 2d tilemap to a 3d gridmap its not comfortable. But, the majority of the times a gridmap it's not the best fit. Gridmaps are perfect for huge scale maps where performance and grid organization is key. Otherwise the lack of flexibility does not worth the performance. Regarding the asset packs there is a ton of amazing ones, and the majority of them are not optimized for gridmaps. Although the most of the issues can be solved within Godot with transforms as shown in the video. But, just opening blender and using snapping to place the pieces will give you much more control. With that said, there are plenty other techniques to create levels. I show a couple of them in my RPG video. But... I will be pleased to help you if you can provide me more insights about your project. Oh dear! sorry about the text wall! Thank you for your time! 😊
A really fun idea. I will face the project using gridmaps only for the courses (kenney has an asset pack available for free). That will make the environment much easier to make. Additionally, you can place other props on the course without the bonds to the restrictions of the gridmap (you can mix the nodes the way you want). Give me a shoutout when you have something to show! 😎
Making slopes in the way you're doing by translating vertices along the vertical axis is a type of common transform called a shear, which it seems like Blender supports. It might be worth looking into since it would probably simplify your workflow and help better support complex objects..
I promiss I tried, but the shear tool makes me feel I don't understand something (absolutely my fault!). And don't know if I can streamline some keystrokes to preform it fast. But definitively is the optimal transform to modify the complex blocks for slopes. Thanks for the insight! And thanks for your words!
Is it possible to include Area3D nodes into the base tiles, so that when you place tiles, you place all the functionality thats included? For example, I have a mesh library made up of floor tile scenes. All of them are basic: Node3D ->Node3D_Name -->MeshInstance3D --->StaticBody3D ----->CollisionShape3D However, I have one that is: Node3D ->Node3D_Name -->MeshInstance3D --->StaticBody3D ----->CollisionShape3D ->Area3d -->CollisionShape3D When I place this special tile with the Area3D included, the Area3D Collisionshape doesn't show up on the Gridmap. Is there a way to include this? Or do I have to manually place the area3D's separately to my gridmap?
Gridmap is only handling geometry, collision, and navigation information. No area3D. But... you can create a custom gridmap _ready() function or a @tool script to spawn the additional information (aux scenes) on the cells that has a certain mesh. Thank you for your words! 😊
@@revidev For reference, and anyone else who may be interested, this is what I used to spawn additional scenes on selected tiles: func getTiles(gridmap:GridMap): for tile in gridmap.get_used_cells(): #spawn area_3d var area_scene = pre_area_scene.instantiate() add_child(area_scene) area_scene.position = gridmap.map_to_local(tile)
I recommend making your own level editor and just use gridmap as a backend and also use it for placing props and whatever else you need. It is an ok amount of work to do so, (draw a grid with a linemesh, check where the ray from your crosshair intersects with the plane of the moment), more flexible, you get an ingame level editor and can have a good interface tailored to your specific needs. IMHO engines make for terrible level editors and making one yourself is part of game creation if you want good productivity.
@@revidev not yet... 😅 I'm actually mostly working in Rust/Bevy because my main target right now is to learn Rust. I would definitely use Godot if I had to actually ship a game in a decent time however, so I'm also following Godot-related content 😀
I especially appreciated this video because when Godot 4 was near the end of the beta I tried to help an artist friend complete a game after his programmer ran away 😅 Since mechanically it was like a 3D dungeon crawler I tried to use gridmaps and it was quite 🤪😱
congrats on the most erratic, hectic and distracting tutorial bg music 2024. both it's percussion being high pitch and so clicky goes especially well to interrupt human voices' mid-high frequency spectrum. who'd want to focus on discernible information when you can have totally undiscernible, but still loudly distracting bg music. :P
Hahahaha! Dude! That roast was sick! 🔥🔥🔥 At least I hope you picked some useful information on the video. And... I want my medal prize 🥇;) Thanks for dedicating some time to my channel!
(en) Thanks for your passionate following. I'm really grateful. About the Spanish channel: Let's take a look to the new TH-cam auto dubbing feature rolling in the near future. Because I went full English the channel has many purposes for me and one of the important ones is to improve my English. (es) Muchísimas gracias por seguirme con tanta pasión y por participar! Vamos a esperar a ver la nueva funcionalidad de auto doblado que va a sacar TH-cam. Porque esto es bastante trabajo y me decidí por el contenido en inglés para mejorar el mío (es uno de mis objetivos principales con el canal). Pero para cualquier duda, pregunta q haré lo posible por ayudar
I know you put a lot of work into this tutorial but holy shit, those fast cuts? My head is spinning and I barely understood one third of what you were showing. And I know godot and blender. :D
hahaha, ok! Fair enough! Although I like this kind of pacing I will write your suggestion and take into consideration the next one! Hopefully it was mildly entertaining to you. Thanks for your comments
You have some of the best tutorials on TH-cam.
😍😍 Your words made me smile! Thank you so much!!!
Non game developer trying to learn here, but it sounds like everyone is frustrated and confused with grid maps because creators tend to publish universal asset packs?? So if I buy an asset pack and want it to work in Godot sometimes I might need to open up 3D modelling software like Blender to make a few tweaks? Trying to make sure I follow the gist.
Ok, to my eyes the main reason gridmaps are so frustrating is because in comparation with 2D tilemaps, the former (gridmaps) are really rigid. And when jumping from 2d to 3d the logical transition from a well-know 2d tilemap to a 3d gridmap its not comfortable. But, the majority of the times a gridmap it's not the best fit. Gridmaps are perfect for huge scale maps where performance and grid organization is key. Otherwise the lack of flexibility does not worth the performance.
Regarding the asset packs there is a ton of amazing ones, and the majority of them are not optimized for gridmaps. Although the most of the issues can be solved within Godot with transforms as shown in the video. But, just opening blender and using snapping to place the pieces will give you much more control.
With that said, there are plenty other techniques to create levels. I show a couple of them in my RPG video.
But... I will be pleased to help you if you can provide me more insights about your project.
Oh dear! sorry about the text wall! Thank you for your time! 😊
@@revidev `I'm trying to make a quick "Golf with Friends" clone!` Cheers!
A really fun idea. I will face the project using gridmaps only for the courses (kenney has an asset pack available for free). That will make the environment much easier to make. Additionally, you can place other props on the course without the bonds to the restrictions of the gridmap (you can mix the nodes the way you want).
Give me a shoutout when you have something to show! 😎
Making slopes in the way you're doing by translating vertices along the vertical axis is a type of common transform called a shear, which it seems like Blender supports. It might be worth looking into since it would probably simplify your workflow and help better support complex objects..
I promiss I tried, but the shear tool makes me feel I don't understand something (absolutely my fault!). And don't know if I can streamline some keystrokes to preform it fast. But definitively is the optimal transform to modify the complex blocks for slopes. Thanks for the insight! And thanks for your words!
Is it possible to include Area3D nodes into the base tiles, so that when you place tiles, you place all the functionality thats included?
For example, I have a mesh library made up of floor tile scenes.
All of them are basic:
Node3D
->Node3D_Name
-->MeshInstance3D
--->StaticBody3D
----->CollisionShape3D
However, I have one that is:
Node3D
->Node3D_Name
-->MeshInstance3D
--->StaticBody3D
----->CollisionShape3D
->Area3d
-->CollisionShape3D
When I place this special tile with the Area3D included, the Area3D Collisionshape doesn't show up on the Gridmap.
Is there a way to include this? Or do I have to manually place the area3D's separately to my gridmap?
Gridmap is only handling geometry, collision, and navigation information. No area3D. But... you can create a custom gridmap _ready() function or a @tool script to spawn the additional information (aux scenes) on the cells that has a certain mesh.
Thank you for your words! 😊
@@revidev Thank you for your suggestions and insight! Glad to get a clear answer :) You've a new subscriber!
😍 Thank you!
@@revidev For reference, and anyone else who may be interested, this is what I used to spawn additional scenes on selected tiles:
func getTiles(gridmap:GridMap):
for tile in gridmap.get_used_cells():
#spawn area_3d
var area_scene = pre_area_scene.instantiate()
add_child(area_scene)
area_scene.position = gridmap.map_to_local(tile)
I recommend making your own level editor and just use gridmap as a backend and also use it for placing props and whatever else you need. It is an ok amount of work to do so, (draw a grid with a linemesh, check where the ray from your crosshair intersects with the plane of the moment), more flexible, you get an ingame level editor and can have a good interface tailored to your specific needs. IMHO engines make for terrible level editors and making one yourself is part of game creation if you want good productivity.
That's a great idea about how to use gridmaps! The only requirement is to design a strong grid-oriented level design. Thanks for your comment!
Gamesfromscratch just showed off a bender variant with different command layout - i would if that would be easier?
Great overview! Things to now try
I wasn't aware about the GFS's video. Thanks for the information. I'm taking a look into it now. Oh, and thanks for your words!!! ☺️
what a time to live
Very useful, thanks!
I apreciate your words and really hope it can help you in your projects! 😊 Are you developing something interesting?
@@revidev not yet... 😅
I'm actually mostly working in Rust/Bevy because my main target right now is to learn Rust.
I would definitely use Godot if I had to actually ship a game in a decent time however, so I'm also following Godot-related content 😀
I especially appreciated this video because when Godot 4 was near the end of the beta I tried to help an artist friend complete a game after his programmer ran away 😅
Since mechanically it was like a 3D dungeon crawler I tried to use gridmaps and it was quite 🤪😱
psychotic editing, this is exactly how all tutorials should be presented.
😂😂😂 same opinion! Stretched out tutorial are really boring for me. Thanks for your time!
congrats on the most erratic, hectic and distracting tutorial bg music 2024. both it's percussion being high pitch and so clicky goes especially well to interrupt human voices' mid-high frequency spectrum. who'd want to focus on discernible information when you can have totally undiscernible, but still loudly distracting bg music. :P
Hahahaha! Dude! That roast was sick! 🔥🔥🔥 At least I hope you picked some useful information on the video. And... I want my medal prize 🥇;) Thanks for dedicating some time to my channel!
Haz un canal en español pliss
(en)
Thanks for your passionate following. I'm really grateful. About the Spanish channel: Let's take a look to the new TH-cam auto dubbing feature rolling in the near future. Because I went full English the channel has many purposes for me and one of the important ones is to improve my English.
(es)
Muchísimas gracias por seguirme con tanta pasión y por participar! Vamos a esperar a ver la nueva funcionalidad de auto doblado que va a sacar TH-cam. Porque esto es bastante trabajo y me decidí por el contenido en inglés para mejorar el mío (es uno de mis objetivos principales con el canal). Pero para cualquier duda, pregunta q haré lo posible por ayudar
I know you put a lot of work into this tutorial but holy shit, those fast cuts? My head is spinning and I barely understood one third of what you were showing. And I know godot and blender. :D
hahaha, ok! Fair enough! Although I like this kind of pacing I will write your suggestion and take into consideration the next one! Hopefully it was mildly entertaining to you. Thanks for your comments
@thygrrr @revidev I LOVE the pacing, All tutorials are boring for me but I loved this one!!!!
Nice video
Thank you! 😊
All tutorials are boring for me but I loved this one
😍 Thanks!