MJacred

Results 42 comments of MJacred

Hm… it's possible there is a precision loss in the Blender shader or compositor… (I did no translation or any adjustments in Godot) There is one more approach that should...

Hm… So, I tried the approach `to png to exr` and it did not remove the "grid". I did some other things * update addon to 1.6.1 * in Blender,...

~~But PNG should have the height data only in range 0..1. So you probably scaled the y-axis in `map_scale`?~~ Thanks, I'll try it this weekend.

both are `Fixed in Godot 4.0` (though the conversation in the former linked issue is somewhat confusing)

What @Moonwards said still only generates a png file, which does not sound usable for the this plugin (unless I misunderstood sth.). so I tried what @Zylann mentioned > Did...

While manual terrain stitching sounds really nice, I'd prefer this feature first. If you could look over the design and update it, then I'd try implementing this. Would also love...

After Mesh Stamps work (let's call it **first iteration**), a follow-up step could be… Picking up the first post: How about also allowing to use a modified Curve3D to create...

> @MJacred have you seen https://github.com/Arnklit/Waterways? Would be fairly easy to adapt to roads Riiight, I knew that the gizmo I imagined in my head felt familiar. Thanks. That would...

Mesh merging might come with Godot 3.5, see https://github.com/godotengine/godot/pull/57661 > afaik, recast expects meshes passed on to it to be "clean" of intersections (e.g. one mesh passing right through another)...

> for the greatest flexibility I'm thinking this should be in a separate function from the mesh merging In times like that, splitting into separate function and also one bigger...