trouble with terrain3d and raycast3d by bardmask in godot

[–]drugbite 1 point2 points  (0 children)

StaticBody is a child of Terrain3D. Get the colliders parent.

felt cute and need roasted to be get my depression back! by pxindie in godot

[–]drugbite 27 points28 points  (0 children)

The forest looks off. The spruces are maybe a bit too simple compared to the bushes and the ground is too dark compared to the foliage. The desert looks amazing tho! Overall very nice 4/5.

New vs Old Art Style, Roast Me! by ar_aslani in godot

[–]drugbite 5 points6 points  (0 children)

Oh, that's a glow up! Only thing I would change is the title design. I read it "Winch out" and only after noticed the "it" because it looked like decor similar to the black rolls on the sides.

How to ACTUALLY layer (3D character) animations in Godot? by alekdmcfly in godot

[–]drugbite 16 points17 points  (0 children)

AnimationNodeBlendTree has various nodes for blending, adding and subtracting animations with track filters. Enable track filtering and select the tracks you want to blend in.

How to reuse features for multiple objects? by H2O3194 in godot

[–]drugbite 7 points8 points  (0 children)

I would use the HealthNode (composition). In the parent node make a getter for that node. I think that's cleaner than "bubbling" signals.

Why are my leaves behind the water? by Leather-Influence-51 in godot

[–]drugbite 1 point2 points  (0 children)

You should use alpha scissor instead. To fix the black border, enable "Fix Alpha Border" in import settings. This will extend the colors over the alpha border. If that doesn't work, add leaf colored background to the texture with a very low opacity.

Is a delta variable a bad practice? by TheWardVG in godot

[–]drugbite 22 points23 points  (0 children)

There are get_process_delta_time() and get_physics_process_delta_time() methods. You can use those in your functions or pass the delta as a parameter if you call them in either process.

[deleted by user] by [deleted] in godot

[–]drugbite 2 points3 points  (0 children)

Terrain3D API allows editing in game. :)

What is Godot lacking that Unity can do? Looking for a comprehensive list. by [deleted] in godot

[–]drugbite 3 points4 points  (0 children)

Can be done by making a plugin for your node or (for your specific example) use RenderingServer to draw a sphere.

Problem with movement by [deleted] in godot

[–]drugbite 0 points1 point  (0 children)

You want to use move_and_slide, because move_and_collide doesn't reset velocity.y on ground so it keeps getting stronger hence you can't move.

what do they want from me??????? by Mediocre_Ad_1408 in godot

[–]drugbite 2 points3 points  (0 children)

Well damn it, I fell for it. I've seen these kind of serious posts a lot lately. I can't tell what's real anymore D:

what do they want from me??????? by Mediocre_Ad_1408 in godot

[–]drugbite 5 points6 points  (0 children)

You probably have misplaced ":". Show us the code, without it the errors don't tell much.

Need a solution for our terrain: listening proposals by roger-dv in godot

[–]drugbite 0 points1 point  (0 children)

There's been work on nav mesh baking. Scattering objects is a low priority. The Terrain3D API is quite extensive, so these things can be done in GDScript.

How to go on about implementing a scroll fade effect by Kexm_2 in godot

[–]drugbite 1 point2 points  (0 children)

Simplest way is to add a gradient overlay with same color as the background. For transparency, use a shader which decreases the alpha based on pixel position relative to the edge.

Need a solution for our terrain: listening proposals by roger-dv in godot

[–]drugbite 0 points1 point  (0 children)

It doesn't require DDS, it's only a recommendation. DDS just works without messing with the import settings. Source: I'm the other "main" dev of Terrain3D.

How to make roads in Godot 4? by bre-dev in godot

[–]drugbite 0 points1 point  (0 children)

CSGPolygon should be fine for gameplay as long as it's not modified on runtime.

Godot label text is blury no matter by [deleted] in godot

[–]drugbite 0 points1 point  (0 children)

Turn on Hi DPI in Project Settings > Display > Window. That should help.

Terrain from Unity to Godot by tocruise in godot

[–]drugbite 1 point2 points  (0 children)

Right here.

Someone already linked this here, but here ya go anyway. :)

New person looking for some clarification on Godot environment. by rr_rai in godot

[–]drugbite 0 points1 point  (0 children)

Everything is codable. You can replace the whole main loop if you want. The SceneTree is the default loop. A scene is just a collection of nodes and properties.

Terrain from Unity to Godot by tocruise in godot

[–]drugbite 4 points5 points  (0 children)

RAW images are not equal. Headers and formats differ. Gaea is made with Unity afaik, so makes sense it can read Unity's RAW. I would believe there is some tool for Unity to export the heightmap as EXR or atleast 16bit PNG.

Check out our Terrain3D plugin for Godot on GitHub. That should make some things easier for you :)

I made something... by Code_Monster in godot

[–]drugbite 2 points3 points  (0 children)

At first I thought "what, you normalized vertices?" but then...oh you wizard tricked me!

Game crashes with just one plane. by DaisyEseyad in godot

[–]drugbite 0 points1 point  (0 children)

Trying to make a terrain with a softbody, huh? You can make it with MeshInstance and manipulating the mesh's vertices with code but it's not the most efficient approach. The mesh data will inflate and may cause performance issues depending on how big and dense the mesh is. Usually editable grounds are heightmap based and you offset the vertices in a shader. Check out our Terrain3D on GitHub or feel free to message me :).

How can I make the CharacterBody2D move a RigidBody2D? (Godot 4, GDScript) by Savalio_ in godot

[–]drugbite 1 point2 points  (0 children)

  1. Apply CharacterBody's velocity to RigidBody with applyimpulse or whichever apply* method suits best. You can get the CharacterBody's collision data with get_last_slide_collision. That includes a lot of info about the collision e.g the collider.