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 .

  • sp3ctr4l@lemmy.dbzer0.com
    link
    fedilink
    English
    arrow-up
    2
    ·
    edit-2
    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.