Making levels in Blender feels a little backwards, but the results speak for themselves. Does anyone have a better way? Please share. I’d love a way to setup materials faster, tile out floors, and separate out the collision shapes .

  • entwine@programming.dev
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    1 day ago

    What’s wrong with using Hammer? I’ve even used Trenchbroom before in Godot.

    I guess the better question is: what do you consider to be sensible for creating video game content?

    • sp3ctr4l@lemmy.dbzer0.com
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      1 day ago

      Just wanna throw out that I’ve managed to decompile Source engine maps and then at least semi successfully import them into Godot.

      BSPSource ->

      GodotVMF ->

      Most of the ‘brushes’ are at least in the right places, lol, sometimes the textures even work correctly!

      I imagine this would go a good deal more smoothly if you had the actual proper VMF to start with.

    • Sunless Game Studios@lemmy.worldOP
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      1 day ago

      Good question. These programs have worked for a lot of people, but they just didn’t click for me. To try and put it into words, they feel like they’re one layer of abstraction away from where I need them to be.

      Compare it to Paint.net and Photoshop. By the time Photoshop has booted, and loaded the image - I’ve already done what I want in Paint.net. It’s not that Photoshop is bad, or Paint.net is better. It’s just for 99% of image editing paint.net is good enough.

      There exists a niche for a paint.net of map editors. It would be designed around creating a scene that you could import and finish in blender. Some ideas:

      • GLTF Material Managing ( Resolutions, maps, folders, maybe tie-ins to existing programs like PS and Aseprite. )
      • CSG To another level of abstraction, but would bake to a mesh with UV’s prior to blender import. Think modifiers built around game design and not just 3d modelling.
      • Automatically handle naming of objects for importing purposes in Godot or other engines.
      • Provide an anchor point for blend file assets, to decrease linking and appending complexity, while also keeping assets separate.
      • Extend all this into some form of version control

      This all basically exists in some form or another, but not as a standalone tool. I think the idea is neat, but most people get by with all the programs they use just fine. Something like this is really gratuitous and only serves people who struggle. If I ever get good enough I may try making it myself.

          • sp3ctr4l@lemmy.dbzer0.com
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            1 day ago

            No prob!

            Full disclosure: I’ve not used it yet myself, your post here spurred me to do some web searching.

            I know there also like uh… Terrain3D, not sure if MTerrain is still sctively developed but I think it is… and then there’s uh… shoot I forget the name, but theres a well done addon for making basically linked and tweakable roads.

            Granted, thats all geared toward large scale, more outdoors focused maps, but… yeah generally, it is kind of annoying that Godot could do a bit better in the map design/editor department.

            There are though a number of different kinds of approaches to ‘solving’ that problem, some in engine, others kinda lile this Meridian doohickey where it is basically: use another program as the editor and make the pipeline actually work.

            Like uh, for rigging character models and such, ReGodotIfy is pretty good for Blender -> Godot for setting up characters, and I think it would well handle just static/dynamic objects as well.

            Theres also Gaea, which looks to be pretty solid foundation for a kind of, plug in, 2d procedural map gen type thing… theoretically you could take what it outputs snd then basically treat it as layers of a cake that comprises a 3d map, something like that?

            I’ve been off and on tinkering with a somewhat similar concept… maybr if I ever finish it (to my liking) I’ll post it here.