My "Dabber" (Scatter) addon for Godot 4.x is progressing.
The graph controls the resources used and the "Dab3D" node is what does the dabbing of meshes.
I am working on 3d gizmos to resize the dab area and a bunch of other little fixes.
I chose "dab" for brevity—that really counts with namespaces.
#dabber #resourcewrangler #godotengine #godot
#ResourceWrangler v0.0.5 is getting ready for a release. I just have to do a thousand little things first.
Preview:
https://gitlab.com/dbat/godot-resource-wrangler
hth
🦇
#resourcewrangler #godotengine
#ResourceWrangler progress. Been without electricity for a day (again). Anyway, I am using it to make a scatter tool that is data-driven by the node graph. Have not released this yet, but as soon as it's scattering and all that, I will.
#resourcewrangler #godotengine
A teaser... Looks horrible, but it's a graph that builds the data for a scatter node. 🦇 🤓
It lets you scatter meshes on a target and you can control where (and where not) to scatter, by groups and by textures.
You can control the translation, rotation and scale with noises/textures too.
By using #ResourceWrangler I can easily reuse resources and understand what they do and where they go.
#resourcewrangler #godotengine
Resource Wrangler is now in the Asset Library. You can install it from inside Godot!
https://godotengine.org/asset-library/asset/1994
So cool, and yet crashy :godot: 🦇 💣
#resourcewrangler #godotengine
https://gitlab.com/dbat/godot-resource-wrangler/-/releases
Version 0.0.2 is out as a "release" on Gitlab. I have applied for an addon in the Godot library, so will see how long that takes.
#resourcewrangler #godotengine
Just pushed my basic Resource Array support for Resource Wrangler, a Godot tool.
https://gitlab.com/dbat/godot-resource-wrangler/-/tree/arrays?ref_type=heads
Be great if peeps tried it out. (it's in a branch at the moment, so use the link above.)
#resourcewrangler #godotengine
Squeeeee! Something Arrayish happening :godot: 🤟
#resourcewrangler #godotengine
Hacking on adding Arrays to the Resource Wrangler. Not having the best time of it. Might have to make a special Node to represent an Array and deal with all the details.
#resourcewrangler #godotengine
Better docs for Resource Wrangler. Have a look: https://gitlab.com/dbat/godot-resource-wrangler/-/tree/main/
#resourcewrangler #godotengine
Huge chunk of coding done in the last two days. The addon is almost useable.
Has anyone tried it?
https://gitlab.com/dbat/godot-resource-wrangler/-/tree/main/
#resourcewrangler #godotengine
New screeny. Shows how you can quickly see all the resources and where they all go.
Using the addon to make media to share is showing me all the bugs :( The TODO keeps growing. Argh!
Help!
#godotengine #resourcewrangler
Well, here it is. Gulp. 🤓
https://gitlab.com/dbat/godot-resource-wrangler/-/tree/main
I'm a git-phobe, so please be patient with me if you want to co-develop.
MIT licence. What else did I forget?
#resourcewrangler #godotengine
Thanks for all the recent likes. I guess I'll have to pull my finger out and get the addon online!
🆘
Heh. Working on it!
#godotengine #resourcewrangler
I've been building a graph system for making resources via nodes.
You can drop any Resource, even custom classes, in and also fetch them via right-click.
You can wire them up and build a visual system that will help you re-use resources.
I find it much easier to see what goes into what than in the Inspector.
There are all kinds of rough edges, but if anyone thinks this is a good idea, I'll make a GitLab repo of the addon and you can help improve it.
#godotengine #resourcewrangler