Features of the Future #2
Replies: 6 comments 23 replies
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Quake 2 uses the WAL texture format (as individual files for each texture) as opposed to WAD files. It should be feasible to develop a loader in GDScript. |
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As an aside: Q3 mappers themselves tend to avoid patches, but it was typically for limitations in idTech engines that may not be present today in Godot! I'll be taking a look (eventually) there as well, if nobody else does first. |
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I‘ve only worked with func_godot for alittle over a week but here are some thing from my personal whishlist
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Have you guys ever thought about making the misc_model function "usable" without us having to code it ourselves someway? This could be very usable to combine models and brush based meshes via the compile. Right now I need to attach (see: manually move or set transforms to align) my map models myself, for small props like a table or vase I don't mind at all, but for larger map pieces which are suppose to emulate and blend in with geometry it would be nice. Without really knowing how advanced it would be, to me it seems that the plugin should just read the path from the misc_model and place it inside godot somewhere inside the node? This is a basic misc_model // entity 75 There's a lot of features attached to this, but the only ones func_godot would need to consider itself with would be angles and scale, all other settings should already be taken care of by godots importer. There's two settings of scale and angle: "angle N & angles N N N" and then "modelscale N & modelscale_vec N N N", the basic one could be ignored really, just read the vec3 one. |
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I was thinking about how the plugin worked, and was just wondering if the concept of converting it to generate Scenes upon import was ever considered. It seems like a more 'Godot' style way to do it, and would fit more seamlessly into some workflows. This would solve a number of minor issues with the plugin- Maps would be updated automatically upon changes occurring to the file and would do so project-wide, you would no longer have duplicated data from reuse of maps since they'd point back to the same Scene, Scenes could be instantiated, reused, and manipulated without worry of a rebuild messing it up since Godot has a whole system in place for parenting Scenes, and finally you could load .map files in just like any other Resource at run time. |
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I think it might be wise to have said scene file path an option of the map, and when building, if the scene is not set or does not exist, open a file dialog much like light map GI does to save the new one. If the scene path is provided via code but the file is missing, bypass the UI and just save. There's some interesting options with saving signal connections, too. |
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So FuncGodot is already capable of an incredible amount between the brush generation and FGD systems it employs. That said, there are a few things that we'd like to see as the plugin continues to mature.
Features I'd Like to See
Proper Phong Shading
One of the features in FuncGodot is using the
_phong
and_phong_angle
key value pairs to modify generated meshes vertex normals, to allow for smoother shading on brush entities. Currently the implementation only does this on a per brush basis, when it should be done on a per mesh basis. This issue was around in Qodot and has been carried over to FuncGodot. Hopefully we can get this sorted out in the near future.Half-Life WAD SupportCurrently only Quake 1 WAD files are supported. It probably wouldn't be too too much trouble to add in considerations for Half-Life's WAD format, but right now they can't be used. Also, I think the Quake 2 WAD file might also not have support? I think it'd be worth it for a lot of folks if we added support for them.Half-Life WAD3 is now supported!
Quake 3 Patch Support
NetRadiant Custom is supported in FuncGodot. I don't personally use them, but it'd be cool to get patch support in for Q3 engine mappers.
ENT File Export Support
NetRadiant Custom thankfully supports FGDs, but I'm not sure that all of the Radiant forks do. It's a bit tricky to support since FuncGodot is pretty heavily geared towards the FGD format, but it might be worth it for the large Radiant audience.
More Map Editor Config Support
Speaking of the Radiant family of editors, so far we've got only one officially supported. It'd be cool to get FuncGodot to be even more editor agnostic. Official Support would be in the same way as TrenchBroom and NetRadiant Custom are currently supported: custom resources that can output game configuration files and help tailor the editor towards your Godot game.
Features You'd Like to See
As far as feature requests go, it's important to remember that FuncGodot is not meant to create game logic for you. It's design goal is to generate your maps, place your entities, apply their properties, and orient them properly in your game world. FuncGodot places your doors that you define, but it doesn't create the game logic for your doors.
With that in mind, I'm curious to know what sorts of features the community is interested in seeing that currently can't be done by the plugin?
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