Game Texture Viewer Now Free

Game Texture Viewer is a texture viewing and management application for game development that was just acquired by JangaFX and made available for free. If you are interested in trying out Game Texture Viewer, simply download the trial and activate with the product key: GPG7-33NS-KJ2K-CKGT.

Game Texture Viewer is available here.

If you are doing anime games, you can try VRoid Studio. It's very easy to customize a character, like a video game, but the graphics look a little dated. Also, you have to do animation with another package. I used DeepMotion, but this was just a quick test, it needs a lot of work.

@cybereality said: If you are doing anime games, you can try VRoid Studio. It's very easy to customize a character, like a video game, but the graphics look a little dated.

I've been meaning to check it out for a long time β€” thanks for the reminder :)

In terms of character customization capabilities it reminds me of the generators from Illusion:

AI Shoujo Character Creation

Unfortunately, the resulting character is not very easy to transfer to a 3D modeling program.

I suppose a good idea would be to create a similar character generator in Godot with the ability to export to more popular formats for use in games. It could be based on MakeHuman.

VRoid is okay, but nowhere near the quality of the Illusion games.

2 years later

All good things come to an end. Tree It is no longer free, although you can still download the old free version, but the tree library is no longer available.

For financial reasons I have decided that all further updateds will only be available through steam version of tree it, you can still download older versions for free. I would like to thank you for support me by purchasing the steam version.

Theses trees now come with Tree It on steam.

If anyone knows a free vegetation generator, please let me know.

    Tomcat That's unfortunate but the price is really low with 3,75€ in my location. I guess other locations won't differ that much?
    The only downside is to use steam.

      trizZzle The only downside is to use steam.

      This is the most compelling downside. Besides the categorical unwillingness to get involved with a totalitarian system, there is another extremely important argument. My project is supposed to be open. Players should be able to create and freely share content. Including vegetation (trees). Therefore, the use of any paid programs is excluded completely. No matter how much they cost.

        Tomcat A bit of a shame. I think it would have been potentially more profitable for the author to create a asset store and sell first party assets as well as for a small publishing fee let users sell assets on the store too keeping tree it free, but it is what it is I suppose...

          Tomcat I see your point.

          What about creating your own plant generation tool?

            Megalomaniak I think it would have been potentially more profitable for the author to create a asset store and sell first party assets as well

            That's how it used to be, the program is free, but you could buy sets of trees. Apparently it wasn't profitable.

            trizZzle What about creating your own plant generation tool?

            I guess that's not the way for me…

            Secondly, doing this requires a background in math and botany. Which one I'm worse at, I'm not sure which one I'm worse at. Some of these programs are designed by professional botanists.
            And first, I'm working on a character generator right now (hope to publish something soon). Then there are plans (a silly term for the Slavic ear - "roadmap") for buildings and animals. Changing terrain of the earth's surface. Everywhere I take as a basis something ready-made. And only then vegetation.

            Then we really need a plant generation tool in godot. I wonder if there are any research papers about it. Translating those papers (math, charts, and pseudocode) to code is not the easiest thing through...

              Tomcat Doing a classic L-systems plugin for vegetation generation wouldn't be too hard, although I'm not sure there's a real need to have it in the engine. Besides, aren't there already good vegetation addons for Blender?

                xyz Besides, aren't there already good vegetation addons for Blender?

                There are no freebies, that's for sure.

                Doing a classic L-systems plugin for vegetation generation wouldn't be too hard

                It's not enough to create a plugin. It is also desirable that the trees would be similar to the real ones, at least from afar would resemble certain species.

                although I'm not sure there's a real need to have it in the engine.

                I believe that the growing tree is better to make in the engine.

                • xyz replied to this.

                  Tomcat Your demands are too high for an anti-totalitarian πŸ™‚ Why do trees need to grow? Can't they just be there and sway in the wind like normal game trees?

                    xyz I bet there's different ways to accommodate 'growing' trees even via blender. Maybe using shape keys/vertex animation, maybe via vertex shaders and clever displacement. Maybe just straight up model swapping.

                    • xyz replied to this.

                      Megalomaniak For sure. If the growth is slow I'd just go with swapping when nobody is looking as the simplest solution. With Blender's geometry nodes a decent generator could be made without even writing code.

                      xyz Why do trees need to grow?

                      Short answer:

                      Russian inscription: "Well, must".

                      Unfolded answer:

                      I'm trying to make an alternative to the Sims. In the Sims, everything grows, including trees. But only in steps (stages). If it is possible to make smooth growth, it will give a huge competitive advantage. It's always important how briefly you can describe a game.

                      β€” It's a Sims-like game.
                      β€” What's the difference?
                      β€” And there's smooth growth!

                      It's very important that it's visual, that is, that it's an immediately noticeable difference.

                      Can't they just be there and sway in the wind like normal game trees?

                      Swinging is well implemented in TreeIt. In other plant generators, as far as I understand, there are problems with it and everything has to be done manually. It is quite a lot of work. And there were also blanks for different tree species quite recognizable.

                      These are two big pluses that this program had.

                      xyz Doing a classic L-systems plugin for vegetation generation wouldn't be too hard

                      I don't doubt for a moment that a math programmer can make something like a tree. But if you show the result to a botanist, he'll start cursing foully and might even try to punch you. I wouldn't risk it.

                      although I'm not sure there's a real need to have it in the engine.

                      In general, there is a reason to make your own ecosystem and infraxture in the engine. It makes the job of making games a lot easier.

                      xyz Your demands are too high for an anti-totalitarian

                      Anti-totalitarians have higher requirements, in principle, than adherents of totalitarianism. Under totalitarianism, life is easy and pleasant: there are always rules about how to behave, what to say, and how to act β€” you don't have to think for yourself and make decisions. This is very attractive to people. Even "in the West," as I learned with surprise. And especially in the US. To a much lesser extent in Europe.

                      • xyz replied to this.

                        Tomcat L-systems were in fact developed by a botanist, not a mathematician. Most foliage generators use them in one form or another. They can produce very good results and can be mixed/modified with other approaches.