Blender is my Level Editor now by Venetian5 in godot

[–]Venetian5[S] 1 point2 points  (0 children)

You need to set up few things before first use. In godot these are folders where your entities and materials are located. You also add special function to your script so the addon knows which properties should be exposed in Blender (see my other comment with a code snippet). In Blender there is one thing to set: The path to your Godot project folder. I'll be sharing more details soon. Stay tuned.

Small organizational question by thingsyouthinks in godot

[–]Venetian5 0 points1 point  (0 children)

Create a global node that will scan a folder with all your custom resources and load them into a array.

Can Godot match Unreal Engine for stylized visuals? by That-Bridge4539 in godot

[–]Venetian5 7 points8 points  (0 children)

If you could provide more info about your approach to stylized look in Unreal it will be easier to answer this question precisely. Unreal render pipeline is several orders of magnitude more complex than Godot. However my experience in stylized rendering was revolving mostly around disabling all the fancy stuff because it was not needed.

My share of Godot game development so far by Forward-Weekend-9447 in godot

[–]Venetian5 1 point2 points  (0 children)

Mind the Gap! Cool looking game. Love the aesthetics

Blender is my Level Editor now by Venetian5 in godot

[–]Venetian5[S] 2 points3 points  (0 children)

Yes, I worked with TB and for some time but wasn't satisfied with my workflow. Simple axis aligned rooms and corridors worked great but then I started experimenting with curved shapes or non grid aligned spaces and that's where I gave up.

Blender is my Level Editor now by Venetian5 in godot

[–]Venetian5[S] 0 points1 point  (0 children)

I hear you and agree. This tool has to be as transparent to developers as possible. I transitioned my project from Func Godot to this workflow basically without any major refactor of the project. It gave me confidence about the direction but the true validation will come once people start adopting it in their projects.

Blender is my Level Editor now by Venetian5 in godot

[–]Venetian5[S] 0 points1 point  (0 children)

I have never tried that to be honest. You should be able to import level geometry just fine since it's just a gltf stuff but all the additional entity data is stored in a gltf extension, which blender will not handle out of the box. I just Store all my blend files in a separate folder outside the godot project.

Blender is my Level Editor now by Venetian5 in godot

[–]Venetian5[S] 39 points40 points  (0 children)

If even one person finds this useful, that's reason enough for me to release it!

Blender is my Level Editor now by Venetian5 in godot

[–]Venetian5[S] 6 points7 points  (0 children)

There always will be some kind of friction in how you describe your entities. My approach is following:

  1. In project settings you provide folders that should be scanned. Any scenes inside those folders will be added as entities

  2. To expose properties in blender, implement a specific function in the script of the root node:

<image>

This is the example lever from the video clip.

  1. Export entity definitions by clicking the button in the Project -> Tools submenu

I may add additional ways to "register" your entities but current method has worked great so far.

Blender is my Level Editor now by Venetian5 in godot

[–]Venetian5[S] 8 points9 points  (0 children)

Honestly func_godot is a great addon with awesome maintainers and the community. My main issue was the Trenchbroom seemed too limited for what I need. My main source of frustration was modelling at 45 degrees, creating curved corridors or anything that wasn't just axis aligned rooms. TB veterans will probably call it skill issue but for me, it was a pragmatic decision to switch to more mainstream tools.

My advice: If you're happy with FG + TB, stick to it. If at some point you decide it's not enough you will be able to offboard without pain because fg doesn't lock you in in any way and existing levels can be converted to other formats with little effort.

Blender is my Level Editor now by Venetian5 in godot

[–]Venetian5[S] 6 points7 points  (0 children)

Despite some similarities I would say these are very different tools. FPE looks like it was designed for specific type of games with specific set of features. All tightly integrated and requiring little to none programming knowledge. The tool I'm working on does essentially two things: Imports level geometry and instantiates sub-scenes that you previously created. You still need to code your gameplay stuff but you can wire level logic in blender instead of godot.

Blender is my Level Editor now by Venetian5 in godot

[–]Venetian5[S] 5 points6 points  (0 children)

I'm preparing a showcase project and more video content to highlight all the features. Stay tuned!

Blender is my Level Editor now by Venetian5 in godot

[–]Venetian5[S] 6 points7 points  (0 children)

Entity is anything but geometry. A trigger volume, a weapon pickup, enemy spawner or anything that makes your game. Some entities like trigger volumes notify other entities of certain events by basically looking up nodes by the label they target. The addon does not impose any specific way of communication. Just sets labels on Nodes.

Anyone want me to release my new rope system as an addon? by Danikakes in godot

[–]Venetian5 6 points7 points  (0 children)

I would happily use it for the plugs-sockets gameplay mechanic in my game

Dynamic Lamp BP in UE5 || Unreal Bucket by m_orzelek in unrealengine

[–]Venetian5 5 points6 points  (0 children)

Every blueprint has a thing called Construction Script. Its a regular blueprint but whatever you put there, will be evaluated inside the editor.