• 3D
  • Irregular height gridmap

Hello,

I'm trying to find a way to make a simple terrain like this : So like a gridmap but with irregular heights.

I thought about using a gridmap but I couldn't find out how to offset the heights of the tiles like that. I also thought about a multimesh but this seems awfully complicated for something like that and I feel like there must be a simple solution that I can't find.

I'm thinking of 3D but I'm interested in your ideas for 2D too, actually. :)

Maybe you could set snap so the tiles would fit right. Then mark them somehow by group and get their positions and them place them with multimesh reading the custom map. I haven't used multi-mesh yet so don't know if it would be possible. The first thing I would do is make sure you can't use gridmap in that way.

Gridmap can work. The models in the Gridmap don't have to be cubes. They can be any size, as long as they can fit in a cube. So you can make a few different variations. One that is all dirt and fills the cube. A one for below that is half dirt, half rock. A dirt grass one for above. However, you will need a LOT of variations to get the image you posted, but it is possible.

The other option would be to do it procedurally (like Minecraft). You can generate model the meshes or even generate them with code (MeshDataTool) and then place them like normal MeshInstances. This would not be as fast as Gridmap, and would require a lot more code, but it would be more flexible and you could get the exact look from the image.

@cybereality said: Gridmap can work. The models in the Gridmap don't have to be cubes. They can be any size, as long as they can fit in a cube. So you can make a few different variations. One that is all dirt and fills the cube. A one for below that is half dirt, half rock. A dirt grass one for above. However, you will need a LOT of variations to get the image you posted, but it is possible.

That was my understanding too.

The other option would be to do it procedurally (like Minecraft). You can generate model the meshes or even generate them with code (MeshDataTool) and then place them like normal MeshInstances. This would not be as fast as Gridmap, and would require a lot more code, but it would be more flexible and you could get the exact look from the image.

Yes I already tried that approach. It applies well to a generated map (although I suppose it will not handle bigger maps very well) but it's not really usable if I want to draw the map manually.

What about 2D, do any of you have an idea?

@fire7side said: You use isometric for that.

thank you but as far as I know, regular tilemaps do not allow you to have a variable "vertical" offset on the tiles. And if I want some fine grained variation, working with multiple tilemaps doesn't seems really usable to me...

@flagg said:

@fire7side said: You use isometric for that.

thank you but as far as I know, regular tilemaps do not allow you to have a variable "vertical" offset on the tiles. And if I want some fine grained variation, working with multiple tilemaps doesn't seems really usable to me...

If you watch that video he uses offset vertical tiles.