This plugin lets you import MagicaVoxel scenes in their entirety. Most extension chunks are implemented... which means you can import the entire scene, and each model in the scene will be rendered at the correct location. This includes groups, rotations, flips, translations, and even reference copies! Lastly, each voxel is translated from MagicaVoxel space to Godot space! No more mirrored or rotated models!Changelog:v1.2:- Added basic support for materials (It doesn't match MagicaVoxel exactly, and it's not supported in Greedy Mesh Generator).- Added Greedy Mesh Generator (it's a LOT faster by culling out extra polygons. Unfortunately, does not currently support materials)- Added option to snap your model to the ground
A Plugin for the GodotEngine to import MagicaVoxel's .vox format as meshes for Godot version 3.1!How-To:Install the Pugin using the Asset Lib..vox files should be automatically imported. In case they are not, select them in Godot's file browser and navigate to the 'import' tab and press 'Reimport'.The .mesh file created doesn't have VertexColor as albedo enabled by default. So it might appear plain white to you. To enable them, add an SpatialMaterial to the Mesh and enable 'Vertex Color/Use As Albedo'. Have fun!
This plugin lights up scenes that have no directional light in them, similar to what "default light" was doing in Godot 2.1.If you have many props scenes but opening them shows them dark because they don't need to contain lights, this plugin can help you see them properly in the editor, without adding extra nodes. If you add a DirectionalLight to the scene, the default light is removed automatically.
Loads maps from Mapbox and renders it in 3D.The module tries to represent that data as accurate as possible and being as fast as possible, being this way ideal to load dynamically the terrain (imagine flight simulator that can load terrain from anywhere in the world as you go).TRY IT YOURSELFCreate a scene with directional light, a camera, etc. Then add a TerrainLoader node. And then in the node's properties set latitude, longitude and zoom level (It's the Cordinates setting, or Tilecoords if you want to enter directly the tile X/Y/Z). You can load multiple tiles by just changing the coordinates, usually, once entered the first Lat/Lon/Zoom you may want to just change the tile, so that you have contiguous tiles. The "Arrange Tiles" checkbox will enable automatic alignment of the tiles, based on their tile position.MAPBOXYou will need to open an account to Mapbox and paste the API key in the settings of the node.It is also required from Mapbox that you use their watermark, see the main scene example or look here: https://www.mapbox.com/help/how-attribution-works/FUTUREI am working on a totally new version of this add-on, but it is not ready yet.
Allows the user to deform a mesh along a curve.Thought as a combination between Blender's curve and array modifiers, this asset allows the user to deform any mesh along a Path node (a Bezier curve). It also allows him to change the scale of said mesh, as well as move it along the curve, and also repeat it (useful in case of, for example, road).
This is a simple node that handles the creation of mesh using voxels. It allows you to create a mesh from an image or from another source of you choice. Simple and easy to use. Perfect to experiment with voxels in general.There is a C# and GDscript version included in the addons folder.I recommend using the VoxelFactory as an autoload.
A Godot plugin to import MagicaVoxel .vox files as meshes.This is an adaptation of MagicaVoxelImporter by Scayze (https://github.com/scayze/MagicaVoxel-Importer)This works with Godot 3.1 and includes import scaling option and XZ centering based on the MagicaVoxel vox resolution.
A Camera wich behaves like most Cameras in CAD-Softwares. It uses the mouse and lets you Orbit,Zoom and Pan around. Usage:1. Activate Plugin2. Add CADLike-Orbit Camera via new Node (Control+A) to the Scene3. Define InputMap-Actions (Project->Poject Settings->InputMap)example InputMap-Actions:Name: "Zooming", Event: Righ ButtonName "Panning", Event: Middle ButtonName: "Rotating", Event Left Button---------------------------------------------------------------------To determine the Focalpoint a RayCast-Node is used.Has the RayCast no Collision (Mouse is not ona Pickable Object), Pre-Defined Uservalues are used. To Keep one Mousebutton unused the Combination of thePan- and Zoom-Action can be used to trigger the Rotate Action.
This is a custom node that instantiates multiple gridmaps to serve as a multi-layered gridmap. Comes with a configuration menu for the layers, where they can be hidden in game and/or used as properties. When exporting the project the non-resource file types "*.mlgmap" and "*.mlgmc" must be specified.
This asset contains a driveable car which you can directly use in your project. All you need to do is to drag and drop the `car.tscn` file into your scene. Once you are done, you could press [ESC] to open the `SettingsPanel` to adjust the `VehicleBody` and all the `Wheel` nodes individually. Main focus of this asset is to make a quick start with cars in Godot and save all the vehicle settings you have made for later use. This can be done by the built-in preset system in this asset. Getting Started The car scene is created for common use with a `VehicleBody` as a top node. The body consists a single mesh including the mainframe, windows and lights. For the best performance, `CollisionShape` is a `BoxShape` with approximate size of the body mesh.֍ How to use ֍You need to copy the `3d_car_customizable` folder into your project. You are now ready to go. Simply instance the `car.tscn` scene to where you need it and start the project.Simply control the car with the arrow keys and press [ESC] to open the `Settingspanel`. Here, you can adjust several settings of the car. `ScriptVariables` and `VehicleBody` are general car settings. After them, you can see `rear_left`, `rear_right`, `front_right` and `front_left` labels presenting each `Wheel` node. Sliders apply the values immediately on the car. You can save these settings by pressing on the `Save Preset` button at the top of the panel. A preset name should be written in the `LineEdit` next to the button.A preset is located in the `user://3d_car_customizable/` folder. All the presets in this folder are listed in the `Preset List` on launch. The first preset on this list will be loaded automatically when the node enters the tree.- Asset Settings√ Use Camera: attaches a camera on the hood.√ Use Controls: lets you control the car with arrow keys.√ Show Settings: will show Settingspanel when [ESC] is pressed. -Does not disable preset system֍ Car Model ֍I have modeled a car with Blender for this tutorial. You have the full rights of the car model. If you would like to model your own, it is really easy I would say. Just follow "CGGeek's Low Poly Vehicle Modeling Tutorial". Link in the Github repository. Features • Fully working car• Can be controlled with keyboard (`ui` keymaps)• A camera placed on the hood• Turn the camera with mouse movements• Decent `VehicleBody` and `Wheel` properties applied• Settingspanel for tuning the car• ! Built-in preset system !• Bind wheelsettings to each other• Load first preset on the list automatically on launch Known Issues If you instance 2 cars in a single scene and you want to switch between them, you need to code it yourself to control the cars independently.The idea was to place the camera at the back of the car like the most racing games. I have come across some problems where I was forced to place the camera on the hood.You can not disable preset system. It will load the first preset on launch if there is one. Contributing You are free to make suggestions on this asset. I would love to impletement new features, improve the current ones and make the code more organized. Please see the Github page for contributions. Licence This asset is licenced under the CC0 1.0 Universal (CC0 1.0) Public Domain Dedication. You could simply use this asset in your projects and not mention anyone or anything. It is completely free to use/change/sell.
Wrapper class to make TextureLayered, TextureArray, and Texture3D more editor-friendly.
This plugin adds tools to help placing many scene instances in an environment by "painting" over it, rather than dragging and dropping them manually from the file system dock.It adds a new node `Scatter3D`. Add it to the scene, add scenes you wish to be able to paint into the list, and start placing them.Changes in 1.0.1:- Fixed error when painting on an HTerrain plugin node- Fixed placement error caused by bad raycasting call