Marc

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The title should be changed because it can be confused with #41, and only rotation is missing. I'll change it to reflect the work that has to be done.

> return Transform(global_transform.basis, global_transform.origin) Note that this implementation completely disregards `map_scale`, so it breaks that feature. The reason `get_internal_transform` exists is to allow to change terrain scale without affecting its...

The script that bakes normals does not need to care about terrain rotation, it does its own thing in local space with a viewport. The problem with normals is in...

> @Zylann You said something about rotating the heightmap source image...is that possible to do dynamically, by code? If the rotation is 90 degrees, you could get the data, then...

Just added support for rotation and centering on the master branch.

Your code modifies `VERTEX` but does it need to also transform `NORMAL` and `TANGENT`? In this plugin those are kinda weirdly done compared to classic meshes so maybe not... but...

This needs to be added somehow but I have no idea how, since light baking in Godot is hardcoded to work exclusively with static meshes. The way this plugin renders...

Such feature, along with rivers, is a pretty big one (and complicated). It is desirable indeed, and would like it to be non-destructive editing (as in, you should be able...

> In terms of an alternative. What about mesh based subtractive or additive terrain morphing? Essentially if I make a 3D model of a ramp / road / trail and...