This is likely caused by this engine bug: https://github.com/godotengine/godot/issues/80173
There's a new method in 4.6 onwards that can be used to avoid the issue: https://github.com/godotengine/godot/issues/80173#issuecomment-3661005836
This is likely caused by this engine bug: https://github.com/godotengine/godot/issues/80173
There's a new method in 4.6 onwards that can be used to avoid the issue: https://github.com/godotengine/godot/issues/80173#issuecomment-3661005836
This is a bug in AMD drivers which has been fixed in Adrenalin 25.9.2. Update your graphics drivers to the latest version.
If you still run into the issue, you could force Material Maker to run on Direct3D 12 using the --rendering-driver d3d12 command line argument, but this isn't guaranteed to work as I don't think Material Maker has been tested with it.
Godot 4.3 onwards supports loading FBX files using the open source ufbx library. This functionality is also available in export templates; see Runtime file loading and saving in the documentation.
The project is starting to look promising :)
I was wondering if you had any plans to open source GDSim, especially since it's distributed on a pay-what-you-want scheme right now (so there wouldn't be much to lose from a monetary standpoint). I've seen many people asking how to implement better vehicle physics in Godot, but figuring out the implementation by yourself is a lot of work. In this way, GDSim could be a helpful learning resource.
(Don't be afraid of your code looking unprofessional, it can always be improved in the future :))
Is the issue with broken tangents on Godot's primitive meshes reported on GitHub? This was supposedly fixed in Godot 3.1: https://github.com/godotengine/godot/issues/16009
1. Download the Godot editor and export templates from https://godotengine.org/download (standard, not Mono).
2. Download the Material Maker source code and extract it: https://github.com/RodZill4/material-maker/archive/master.zip
3. Start the Godot editor. This opens the Godot project manager. Use Import to select Material Maker's `project.godot` file and edit the project.
4. Install the export templates TPZ file using Editor > Manage Export Templates... > Install From File... at the top of the Godot editor.
5. At the top of the Godot editor, choose Project > Export. Create a preset for macOS (more information). Export it anywhere on your filesystem.
6. Extract the generated ZIP by double-clicking it then run the generated .app bundle.
This is a pretty cool concept :) I don't play turn-based RTS games often, but this was fun to play.
Works well with both Freedoom and original Doom IWADs.
Visuals seem a little dark to me though — perhaps a brightness slider would have been useful. Also, the music becomes too loud when it starts looping in Chromium 70, has anyone reproduced this issue?