Edit of asset "M Terrain plugin" Accepted
Old/Current | New/Edit | |
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Title | M Terrain plugin | |
Description |
This will allow you to create massive terrain, for open world games. This plugin is written in c++ in GDExtension Terrain is divided into different region and the height map texture for region far away from terrain has lower resolution so take less space in VRAM This also support grass system which you can use that for grass, or rock, Also grass system support collision which let you to create massive forest of tree with collision really fast (Grass is also Paintable) You can also bake navigation mesh from terrain (navigation mesh is also Paintable) Supporting sculpt brush Support Height-map non destructible layers Supporting Holes Supporting Water Supporting Color brush with different algorithm like Splat-mapping, Index mapping, bit-wise brush ... ------------------------------------------------ This release: Grass Data per instance The biggest update for this version is the grass data custom which you can send to grass! You can send these data to each instance of grass: You can send some random number unique for each grass instance, you can control this random number! You can send any image which you used in Terrain to grass, only a single color value depend on the position of the grass on terrain will be sended to grass You can also send the grass creation time which you can calculate the age of grass and create a growing effect for grass This update is not about grass data there are more features and bug fixes Other changes Now if you add an image in terrain data and you do not declare that in terrain Shader, that image will remain only on RAM memory, and you can read from that and use that in various things! (One use of that is to send that data to grass) Optimizing grass update in run-time Fixing the color paint issue This time the color which you paint will appear in the background of each layer in paint panel (only for color-brush and channel-painter) Detecting OpenGL or compatibility mode and changing the Shader code for that so it will work as you start a new-project (If you create a terrain with Vulkan and then change to OpenGL you need to fix the Shader code by yourself as some Shader code which works for Vulkan does not work for OpenGL) In this release we have a road system! but it is just a start! |
This will allow you to create massive terrain, for open world games. This plugin is written in c++ in GDExtension Terrain is divided into different region and the height map texture for region far away from terrain has lower resolution so take less space in VRAM This also support grass system which you can use that for grass, or rock, Also grass system support collision which let you to create massive forest of tree with collision really fast (Grass is also Paintable) You can also bake navigation mesh from terrain (navigation mesh is also Paintable) Supporting sculpt brush Support Height-map non destructible layers Supporting Holes Supporting Water Supporting Color brush with different algorithm like Splat-mapping, Index mapping, bit-wise brush ... |
Category | 3D Tools | |
License | MIT | |
Repository Provider | GitHub | |
Repository Url | https://github.com/mohsenph69/mterrain_release | |
Issues Url | https://github.com/mohsenph69/Godot-MTerrain-plugin/issues | |
Godot version | Godot 4.3 | |
Version String | 0.16.0 | 0.9.4 |
Download Commit | 41c8b4701ba48ceb74a21d00601184a01cd92b65 | 9d7984ab86104772e6f448f4cd7a821d963d3c8c |
Download Url (Computed) | https://github.com/mohsenph69/mterrain_release/archive/41c8b4701ba48ceb74a21d00601184a01cd92b65.zip | https://github.com/mohsenph69/mterrain_release/archive/9d7984ab86104772e6f448f4cd7a821d963d3c8c.zip |
Icon Url |
https://raw.githubusercontent.com/mohsenph69/Godot-MTerrain-plugin/master/icons/M-terrain_icon.png
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Preview Insert | ||
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Type | video | |
Image/Video URL |
https://www.youtube.com/watch?v=SKx2drtQa1c
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