🧵 Untitled Thread
Anonymous at Tue, 17 Jan 2023 19:19:16 UTC No. 933791
Ok I've finally managed to make the basic model for my open world, but I have some problems:
1) how do I give the mountains a more rugged look? Isn't there a sculpting brush with an effect similar to "randomize"?
(cont.)
Anonymous at Tue, 17 Jan 2023 19:26:16 UTC No. 933794
>>933791
2) Is it a good idea to cut everything up in various chunks to load as you approach them in order to avoid overloading the CPU while playing? What the best way to do it?
Anonymous at Tue, 17 Jan 2023 19:56:44 UTC No. 933799
>>933794
3) Should I add grass and particle effects in Blender, or Godot?
Anonymous at Tue, 17 Jan 2023 22:31:30 UTC No. 933812
>>933791
Use displacement maps.
Anonymous at Tue, 17 Jan 2023 23:57:06 UTC No. 933823
>>933791
>my open world
you're suffering from a bad case of Dunning Krueger if you think you will be able to make an open world game.
Have you ever created a simple environment?
Anonymous at Wed, 18 Jan 2023 05:59:44 UTC No. 933856
>>933791
>>933823
listen to this anon OP, start small build up skills then tackle something big
Anonymous at Wed, 18 Jan 2023 09:16:23 UTC No. 933868
>>933791
it's perfect the way it is, just put it in the game like that.
Anonymous at Wed, 18 Jan 2023 09:35:47 UTC No. 933870
>>933799
I think you are very far behind in your knowledge to be able to create an open world game, or any game if you have to question something like that.
To answer your question, you can make your grass in Blender or any program you like that can do UVs and export then import your grass to the engine.
Anonymous at Wed, 18 Jan 2023 12:45:47 UTC No. 933883
Have you posted here before? Those continents look familiar
Anonymous at Wed, 18 Jan 2023 14:50:55 UTC No. 933908
>>933823
>>933870
don't listen to these bitter crab-bucket-mentality fags. they just want to demotivate you, OP.
Anonymous at Wed, 18 Jan 2023 21:09:52 UTC No. 933974
>>933823
look op, just fucking do it, if it sucks then its atleast a learning experience. i hate having subhumans like this assclown right here shit up the board with demotivational shit because apparently you need to have le 3+ years in experience to make a game
who the fuck cares you retard? its fun to make stuff fuck off
Anonymous at Sun, 22 Jan 2023 06:40:11 UTC No. 934441
>>933974
>Solve this 10 dimensional differential equation involving the presence of non-zero three form flux.
Almost like you would have to go through a few steps first
Anonymous at Sun, 22 Jan 2023 18:36:30 UTC No. 934492
OP here.
I'm trying to make caves by making individual models for each cave and then subtracting them from the overworld map through boolean.
Unfortunately, there's this annoying "feature" where the camera sometimes slows down when zooming towards an object, which makes it difficult to go inside and sculpt things.
How do I get rid of it?
Anonymous at Sun, 22 Jan 2023 19:34:16 UTC No. 934500
>>934492
Numpad del key.
Also, the shift+tilde free camera mode
Anonymous at Mon, 23 Jan 2023 15:23:21 UTC No. 934594
>>934492
colonoscopy
Anonymous at Mon, 23 Jan 2023 19:02:15 UTC No. 934622
>>934492
... you realy should grind some tutorials about map creation(engine), blender and stuff! learn geometrynodes, automate many things!
Anonymous at Sat, 28 Jan 2023 01:02:50 UTC No. 935104
I hope this thread is bait bros...
Anonymous at Sun, 29 Jan 2023 04:43:10 UTC No. 935264
>>934622
nta but godot doesn’t have a built-in terrain creation kit, so OP must be forced to sculpt everything in blender, then import the models as solid body 3D meshes in the engine.
Given the fact he doesn’t seem very aware of memory allocation and how in-game rendering LOD works, I doubt it will work out well. But I hope he succeeds
>>935190
This looks particularly interesting and I wonder if he connected everything neatly in a vertex, or if he’s loading godot with 3D meshes loaded with large faced quads
Anonymous at Sun, 29 Jan 2023 07:44:45 UTC No. 935276
>>933791
You can use World Machine to simulate terrain which will give you a bunch of variation; you could even import a heightmap. Saying that, it doesn't do stylised stuff and it's pretty clunky so it would need a decent amount of post work for a playable area.
I think this is how they made the entirety of Steep, which is pretty funny / cheap
Anonymous at Sun, 29 Jan 2023 13:07:33 UTC No. 935284
Now I'm trying a different approach... use particle effects for terrain.
How do I merge all particles with the terrain into 1 seamless mesh?
(Also, why are the particles always rotated 90° by default instead of being straight?)
>>935276
>You can use World Machine to simulate terrain which will give you a bunch of variation
Is there a Linux version?
Anonymous at Mon, 30 Jan 2023 01:01:21 UTC No. 935344
>>935284
I really hope you know what triangulation is, or you’ll be in a lot of pain
Also good luck retopologying all these quads into solid bodies meshes in Godot
Anonymous at Fri, 3 Feb 2023 22:43:57 UTC No. 935902
>>935284
I just discovered particle painting... exactly what I needed. Things should go much smoother now.
Also, it's looking better then I expected when there's a background.
>I really hope you know what triangulation is
err... maybe I do but didn't know that's how it's called...
can you elaborate pls?
Anonymous at Sat, 4 Feb 2023 05:22:11 UTC No. 935929
If you're just gonna post your retarded models without knowing shit about modeling and refuse to listen to feedback then go join >>907188 you autistic retard
Anonymous at Sat, 4 Feb 2023 10:16:05 UTC No. 935942
>>935929
If you're just going to barge in here only to shitpost and refuse to answer to one single question, you're kindly invited to fuck off you waste of air
Anonymous at Sat, 4 Feb 2023 14:08:20 UTC No. 935957
>>935902
Not him but basically when building a terrain you would ideally keep simple shapes because the 3D engine (any engine, from capcom’s re engine to godot) needs to divide any quad (any shape who’s made of two vertexes aka small dots in blender) into two triangles. Because 3D renderers need triangles to understand what a mesh is.
A mesh is anything that you would call a solid. That tree? A mesh. Terrain? A mesh? Etc
Because you’re building such a big and solid world, the engine system needs to convert any mesh in a bunch of triangles to convert them into what you want them to be in the game.
Godot doesn’t know what a “terriain” is because there’s no terrain system in that engine. So, every mesh you think it’s a terrain, is basically a “normal solid shape solid body” for the engine.
You would need to convert any terrain piece into a solidshape 3D, and manually create a “net” of triangles, so the engine is able to tell it’s a solid, otherwise all your terrain is a giant piece of air, and your playermodel3D would fall through it while walking.
Also you need to manually code an extension for your big map because godot doesn’t have one. You need to store LOD (level of detail) info somewhere it won’t affect the cache and maximum memory load of the engine or it won’t run, it will stutter and lag or simply but itself into a black hole.
Hope this serves as a solid basis to further expand your research on game engines.
Anonymous at Sat, 4 Feb 2023 14:10:36 UTC No. 935958
>>935957
Sorry for the typos I’m wasted also a quad is 4 dots not 2
Cheers
Anonymous at Sun, 5 Feb 2023 21:20:37 UTC No. 936056
>>935957
You mean like pic related
>Also you need to manually code an extension for your big map because godot doesn’t have one. You need to store LOD (level of detail) info somewhere
I think someone made a LOD extension for Godot
Anonymous at Sun, 5 Feb 2023 22:35:43 UTC No. 936064
>>936056
It can be easily coded but results aren’t that good and it’s also too buggy.
Just use Ogre like Kenshi did
Anonymous at Tue, 7 Feb 2023 16:29:45 UTC No. 936262
>>936056
Looks great. How's development faring?
Anonymous at Tue, 7 Feb 2023 19:18:17 UTC No. 936275
>>936056
>Manually managing terrain geometry and LODs in blender instead of using heightmaps and quadtrees or clipmaps
Based, I've never seen someone just go for it like that
Anonymous at Thu, 9 Feb 2023 21:29:54 UTC No. 936494
>>933791
I feel like this is one of those extremely elaborate 3dcg shitposts
Anonymous at Fri, 17 Feb 2023 19:53:26 UTC No. 937324
I think I finally found a way to make skies.
1) make texture
2) make seamless junctions
3) repeat several times in both directions
4) make a gray gradient towards both top and bottom (leave only the middle)
5) fill everything with a color gradient in "strong light" mode (or something appropriate to the texture)
unfortunately sometimes it still look stretched (see pic below)
(P.S.: the tower is supposed to be about 1000 m tall)
Anonymous at Thu, 9 Mar 2023 01:55:06 UTC No. 939395
>>937324
Will the player enter the tower for a level transition or something?
Looks like a cool concept, you should get a player character moving around in the world before building too much. Just to test the scale and get ideas.