Marc
Marc
A stamping tool using a mesh sounds doable by piggybacking on some of the brush system. It would do whatever is necessary for the heightmap to reflect the mesh wherever...
Well I thought you'd have really just the usual gizmos of a MeshInstance, then the tool would pick the maximum between the height of the existing terrain and the mesh,...
For roads so far I've seen someone use the flatten brush to level terrain, but for slopes a mesh could be handy.
This will depend on which shader you are using, but pretty much, you need to get the splatmap image (with `get_image()`), query the pixel under your feet and decode the...
Yeah I think that's because maps other than the heightmap did not need to be in RAM so far. In game, the plugin just loads a `StreamTexture` from the resources...
This plugin does not support tiling multiple terrains, it is something you have to do yourself. First you need to make sure heights and splatmaps match. Second you need to...
My implementation only concerns foliage on the terrain itself (based on a texture), and is using multimeshes. I am working on waving grass in a future update. What do you...
Was already mentionned here: #20
Grass does have random rotation. Ambient wind should be random too because it has no particular direction, however the current implementation is very basic and I know it can be...
It does use alpha scissor currently. The reason is, alpha blending actually looks bad due to Z-sorting issues, so for now I render grass in the opaque pass. You can...