I used some pillars models to do a road using the create along edge modifier with this addon, how do I configure in the way that the pillars will rotate along the corners of the path so that they don't overlap each other? Edit: Okay, I get rid of this problem by setting all my pillars models by rotating 90 degrees in z axis, and make my curve shape in bezier curve so that my road doesn't contain sharp corners and the models don't overlap anymore. Sometimes suddenly got an idea how to do after asking question.
I was able to get it to work on my terrain, which has some pretty steep, inclines and large changes in altitude. I needed to adjust the Ray length so that objects dropped a greater distance if needed.
Thanks! I made the trees and bushes myself and i made a video on how here: th-cam.com/video/tvrGcqgH2bI/w-d-xo.html And the grass is from this tutorial: th-cam.com/video/vp51qoyv08g/w-d-xo.htmlsi=2HwWi23N-QzBEePQ
Hey, I have an issue here. I set up the StylizedGrass with Bramwells tutorial. And everything works if I instance the grass manually into the scene. However all the shader information is lost when I use the ScatterItem node. It only instances the Grass Mesh. Any help?
I've done the bramwell stylized grass as well, and it worked for me what you want to do is make a new scene for the stylized grass and on the scatter item you put the path to that scene.
I'm having a problem that I don't see any comments about yet. When I set up a set of Scatter nodes the way I want and everything looks good but when I save the project and reload later, everything is gone. The shapes are still there but the meshes are gone. I even try reloading the meshes into the ScatterItem but it doesn't change. I move the shapes around to see if they'll load but they don't. I have to do it all again from scratch. It also does this if I change scene tabs. Because I opened up their showcase scene to look at, changed back to a different tab and when I came back all the Scatter meshes were unloaded.
@@CrowGamesDev I have a little more info on the bug in question. When I reload a project all ProtonScatter nodes I have put in the scene disable themselves. "Enabled" becomes unchecked. I'm not sure why it does this but I've reported it to the devs on the github.
Hi, is there a mode that allows you to arrange trees by clicks? That is, in those situations where you do not need randomization, so that they stand where I specified. AssetPlacer does that
I have a few crates on my floor, they also have collision... Now all of them now have grass on them. Can I do something about that, or is the only solution manually placing negative scatter shapes on every single crate?
I would recommend the "Simple Grass Textured" plugin for grass. But it might fix it if you make the boxes collision on a different layer than the scatter haven't tried it but I think that should work.
thanks for the tutorial, do you know how to add coliders to the trees so the player doesnt just clip straight through them? ive tried adding colliders to the trees and it doesnt work when i use it as a scatter item
You need a static body and a collision shape as a child to that and If you use blender, check out this on how to add collision easy th-cam.com/video/gIK02BgCCBI/w-d-xo.html
Tried with Zylann height map in Godot 4. Collision is enabled on Terrain and I'm using Project on Colliders. Can't find relax position anywhere, assuming it's not important. But yea, the objects just appear on world 0. What's up with that?
Personally 2k+ instances starts to give me problems when changing scenes and when running the scene some times even crashing Godot but guess it depends on the item you use and your computing power.
As of now I'm not seeing the plugin in the AssetLib. Will it still work if I download it from the github page? Also do you have the option of adding collisions to the mesh objects?
One problem I am having is that my objects(trees, bushes) are laying horizontal to the ground instead of standing vertical… I’ve tried this with several objects, and it seems to be happening to all of them
I'm trying to use this for trees, but the trees dont seem to have collision, under performance, there is a check box that says keep static colliders. but this didnt work either :/ I'm also have a bunch of weird behavior, - some trees will float, i selected "remove points on miss", and this just removes the ones that aren't on the floor instead of making them all on the floor. Then also "Align with Collison normal" and this made some snap to the ground. - and the wont stay contained to the scattershape, it's very weird. But so far i'm not easily able to get the behavior i want. Would be great to get a part 2 video of you using trees as well, and going a bit more indepth on the settings. Also setting up terrain would be great.
I would recommend manually placing them if you're having problems with it. You could also check out Spatial Gardener. I have plans on making a new, updated video for this later this year.
Coaching Call: ko-fi.com/crowgames/commissions
if anyone not getting collisions in their models, change the render mode to create copies in performance option.
if anyone not getting collisions in their models, change the render mode to create copies in performance option.
I used some pillars models to do a road using the create along edge modifier with this addon, how do I configure in the way that the pillars will rotate along the corners of the path so that they don't overlap each other?
Edit: Okay, I get rid of this problem by setting all my pillars models by rotating 90 degrees in z axis, and make my curve shape in bezier curve so that my road doesn't contain sharp corners and the models don't overlap anymore. Sometimes suddenly got an idea how to do after asking question.
THANK YOU for posting this.
No worries!
Thank you! Simple and useful
I was able to get it to work on my terrain, which has some pretty steep, inclines and large changes in altitude. I needed to adjust the Ray length so that objects dropped a greater distance if needed.
It should still work with steep inclines but if not you could always have two seperate scatters on the different altitudes hope that help :)
amazing video! where did you find those assets, the grass and plants, they look so cool
Thanks!
I made the trees and bushes myself and i made a video on how here: th-cam.com/video/tvrGcqgH2bI/w-d-xo.html
And the grass is from this tutorial: th-cam.com/video/vp51qoyv08g/w-d-xo.htmlsi=2HwWi23N-QzBEePQ
@@CrowGamesDev thats awesome!
thanks hard to find tutorials on this helpfull
Hey, I have an issue here. I set up the StylizedGrass with Bramwells tutorial. And everything works if I instance the grass manually into the scene. However all the shader information is lost when I use the ScatterItem node. It only instances the Grass Mesh. Any help?
I've done the bramwell stylized grass as well, and it worked for me what you want to do is make a new scene for the stylized grass and on the scatter item you put the path to that scene.
I'm having a problem that I don't see any comments about yet. When I set up a set of Scatter nodes the way I want and everything looks good but when I save the project and reload later, everything is gone. The shapes are still there but the meshes are gone. I even try reloading the meshes into the ScatterItem but it doesn't change. I move the shapes around to see if they'll load but they don't. I have to do it all again from scratch. It also does this if I change scene tabs. Because I opened up their showcase scene to look at, changed back to a different tab and when I came back all the Scatter meshes were unloaded.
Could be if it's newer than Godot 4.2 that it's not supported, other than that I have no idea
@@CrowGamesDev I have a little more info on the bug in question. When I reload a project all ProtonScatter nodes I have put in the scene disable themselves. "Enabled" becomes unchecked. I'm not sure why it does this but I've reported it to the devs on the github.
Does this still work in Godot 4.3? It crashes on me
Check the latest releases on GitHub and if there is one for 4.3 it should work.
Hi, is there a mode that allows you to arrange trees by clicks? That is, in those situations where you do not need randomization, so that they stand where I specified. AssetPlacer does that
From what I'm aware there isn't but as you mentioned asset placer dose you could give that a try or manually place them if you want more control.
I have a few crates on my floor, they also have collision... Now all of them now have grass on them. Can I do something about that, or is the only solution manually placing negative scatter shapes on every single crate?
I would recommend the "Simple Grass Textured" plugin for grass. But it might fix it if you make the boxes collision on a different layer than the scatter haven't tried it but I think that should work.
Why it says it's related to Unreal below the description ?
Why not
thanks for the tutorial, do you know how to add coliders to the trees so the player doesnt just clip straight through them? ive tried adding colliders to the trees and it doesnt work when i use it as a scatter item
You need a static body and a collision shape as a child to that and If you use blender, check out this on how to add collision easy th-cam.com/video/gIK02BgCCBI/w-d-xo.html
Tried with Zylann height map in Godot 4. Collision is enabled on Terrain and I'm using Project on Colliders. Can't find relax position anywhere, assuming it's not important. But yea, the objects just appear on world 0. What's up with that?
I have no idea i but hope you found a solution for your problem!
thanks for the short tutorial. how many instances can this handle before it start to lag?
Personally 2k+ instances starts to give me problems when changing scenes and when running the scene some times even crashing Godot but guess it depends on the item you use and your computing power.
As of now I'm not seeing the plugin in the AssetLib. Will it still work if I download it from the github page? Also do you have the option of adding collisions to the mesh objects?
Yes it should work just the same.
@@CrowGamesDev cool. Thanks!
thank you
Is that light?
@@CrowGamesDev lol yeah
good work!
One problem I am having is that my objects(trees, bushes) are laying horizontal to the ground instead of standing vertical… I’ve tried this with several objects, and it seems to be happening to all of them
cant say for sure if its only happening a a few it could be its origin but if its happening to all i have no idea sorry cant be to more help
Hello! Im getting a crash whenever i try to duplicate protonScatter node, do you know what could be the cause of it?
No idea how to fix it i've also had many issues with it so i've stopped using it but doing it manually isn't that bad and gives you more control
@@CrowGamesDev less optimized, really. but if i know corrrectly proton scatter doesn't do the MultiMesh thing so i dont really know
Guys dont forget to enable the plugin!
I'm trying to use this for trees, but the trees dont seem to have collision, under performance, there is a check box that says keep static colliders. but this didnt work either :/
I'm also have a bunch of weird behavior,
- some trees will float, i selected "remove points on miss", and this just removes the ones that aren't on the floor instead of making them all on the floor. Then also "Align with Collison normal" and this made some snap to the ground.
- and the wont stay contained to the scattershape, it's very weird.
But so far i'm not easily able to get the behavior i want.
Would be great to get a part 2 video of you using trees as well, and going a bit more indepth on the settings. Also setting up terrain would be great.
I would recommend manually placing them if you're having problems with it. You could also check out Spatial Gardener. I have plans on making a new, updated video for this later this year.
have u fixed the collision problem pls help me
i fixed the problem
@@officialdreamplayz I have not, what did you do?
@@officialdreamplayzpls how to fix
Please show how to use it on something other than a completely flat plain. Like, on terrain.. Because nobody uses a simple flat plain for a level.
You can use the scatter tool on non flat surfaces such as terrain as long as collision is enabled as shown 00:00 - 00:08
@@CrowGamesDev it does not work in godot
@@CrowGamesDevdoesn't work
how add collision
For this I used a csgcontainer with collision enabled and a csg box as a child
i download it but it doesnt apear when i wanna add it :c
Latest proton scatter supports Godot only supports 4.0 to 4.2. I would recommend Simple Grass Textured instead.
goted 4