More Mesh Choices #258
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"Just subdivide it in TrenchBroom!" is actually the answer. FuncGodot is a "what you make is what you get" build process, where all of the vertices you create in TB are what get built in Godot. There isn't an automatic subdivision tool, but there are many different types of clipping tools available, as well as extrusion options, that make the process extremely simple, if tedious. FuncGodot doesn't default to Convex meshes, the meshes you make in TB are the meshes that are built in FuncGodot. Applying the skip or clip textures to faces in a mesh prevent those faces from being created on build, allowing you to create concave meshes, as well as concave collision. Each brush is not treated as its own entity. If a brush is not tied to any entity in TB, it's actually tied to Worldspawn. All brushes that are tied to the same entity become a single mesh. We recommend you split your maps into chunks and include a number of built-in types to facilitate that, like func_geo, func_detail, func_illusionary.... |
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I might be using func_godot wrong in this possibly niche case but I'd like to have more control over meshes and map building all in TrenchBroom instead of having to alternate between Godot and TrenchBroom.
Here I have this water

Now the shader applied to it requires enough subdivisions to look proper, now in Godot you can do this with a MeshInstance3D with the type, "PlaneMesh". Since func_godot defaults to ConvexMeshes, this isn't possible. "Just subdivide it in TrenchBroom!" You may say, however TrenchBroom doesn't have a subdivision system like Blender or other 3D modeling software. "Just clone multiple brushes!" You might be saying, for smaller maps that may work but for big maps that would be insanely annoying, on top of that I'm relatively sure that each brush clone is treated as it's own entity.
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