![]() It's like a swiss army knife of making Godot more intuitive!Here's the README for this asset package:A Godot add-on library to simplify common operations.Install instructionsWithin the project, open the setup.tscn file. Go Godot simplifies common operations in Godot. Use this in animations to make objects fade in or out.May work with GLES2 but not tested. If applied to collideable objects, the collision shapes are unnafected.Opacity: alpha. Pulses are created by moving the vertices along the triangles' normals during rendering. Lower values cause blurred, softer gradients in the edges.Pulse Rate: how many times the light pulses per second.Pulse Intensity: how big the light becomes during pulses, relative to original object size. Alpha channel works.Saturation: higher values increase the flat color area in the center, with fast alpha slope on edges. ![]() For global transparency, use the Opacity parameter instead.Albedo Texture: texture for albedo. It is implemented to support alhpa in textures. Albedo's alpha channel works, but avoid using it for transparency. Pulsating light shader for round objects.This shader is based on the dot product between the face normal and the camera view vector, so it works best on smooth round surfaces with many triangles, ideally spheres.The shader has the following parameters:Albedo: base object color. This an alternative to the built in tilemap node for games that don't need all of it's features or need better performance when drawing a lot of tiles, the tilemap is rendered with a shader and performance depends on the resolution and the GPU, so the amount of tiles on the screen doesn't affect performance.How to use: editor supports basic things such as undo/redo, paint, erase and has a rectangle selection tool, brushes are made selecting things on the tileset view or from the selection on the map.-Node instance generation via custom scripts.-Autotiling-Flip tiles vertically and horizontally-Import maps from Tiled exported as json with csv tile data, the importer will ask you about which layer you want to import and what tileset you want to use.-Save and load brushes from filesSave and load maps from filesNotes:-Maps are stored as ImageTexture, if you are targeting mobile and low end devices don't use maps larger than 1024x1024 tiles( 2048x2048 should be fine but I'm not sure if that's good for low end mobile phones).-Tilesets can have a maximum size of 256x256 tiles.-Unfolding the image property of the ImageTexture that stores the map crashes the editor, this is a Godot editor bug.-Only one tileset can be used on a single GPUTilemap node, this is because shaders don't support sampler2d array uniforms on GLES2. Some optimization can be enabled in TileMapBrushPlugin, by OPTIMIZE field (you may not like to use it due to how it optimizes)(not sure it actually adds performance) Some optimization can be done on get_cell_info() - refresh once per mouse holdAdditional info:1. ![]() Some drawing points may be missed - due to mouse movement can be faster, than _physics_process' delta TileMap still draw single tiles (can be fixed with line drawing between last and new mouse position probably other solution can be found)3. There's no UndoRedo for what you draw with brush - it supposed to be original TileMap workflow but seems - it saves only 9 rounding tiles for undo, rest cannot be undone - use manual erase instead(I hope, solution will be found in future for that)2. Now, in editor - press 'Left Mouse Button' to draw, 'Right Mouse Button' to eraseKnown issues:1. Configure 'Script Variables' in inspector: * Draw/Erase Size (1 is default, and equals to 1 tile) * Draw/Erase Brush Type3. Add new child node to scene tree - called TileMapBrush2. Provides editor's brush drawing functionality over TileMapHow to use it:0.
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