Tykuii's Level Design Toolkit

tykuii's lil shop in Modeling


1. Improved snapping features for draw modal tools.

2. Added two new draw modal tools: 2.a Draw area by lines. 2.b Draw area by curves.

3. Added Terrain Grid System:

Initialize Terrain: Sets up the blender scene to track terrain chunks. Required to start using Terrain Tools.


Settings: 

  1. Target Engine: Define the target engine (Blender is a safe default; Only changes conventions used in the processes).

  2. Grid Scale: Define the size of each terrain chunk.

  3. Resolution: Define the amount of vertices per terrain chunk.

  4. Material: Define the blender material (existing in the scene) to use when creating new terrain chunks.

  5. Base Vertex Color: Define the starting vertex colors per new terrain chunk.

Selected Chunk: Visible when a terrain chunk is selected.

  1. Add Heightmap Displacement: Adds a displacement modifier to the selected chunk directly in the panel with matching parameters.

  2. Conform Borders: Experimental feature to attempt to force-match border vertices. Currently it does not function well with corners.

  3. Sync Geometry Heights: Experimental feature to blend chunks. 

    1. Gradient Blending: Blends the selected chunk to neighbors with a gradient influence to help match heights better. Currently has issues with corner vertices.

    2. Linear Blending: Blends the selected chunk to linear neighbors only. Currently more stable.

  4. Seam Shading: Tools to attempt to help blend normals between nonmatching geometry.

    1. Bake Seamless Shading: The process is similar creating a duplicate -> joining and merging the chunks -> transferring the normal data to the original chunks individually and applying.

    2. Averages normals between neighbors to attempt better normals.

    3. Paint Normal Mask: The processes above can detract from desired normal details. Painting areas where you want normal blending operations to occur through this operation saves normals elsewhere.

  5. Rotate CCW and Rotate CW:

    1. Rotate the selected chunk counterclockwise or clockwise.

  6. Swap: Having two chunks selected, properly swap places between the chunks while retaining proper tracking in the terrain grid system.

  7. Delete: Delete and properly remove the selected chunk from the terrain grid system.

Merging:

  1. Merge the selected chunks and enter sculpt mode for sculpting operations.

  2. Lock X/Y Sculpting: Toggles a lock so that users can only sculpt on Z axis if desired.

  3. Separate Into Original Chunks: Properly separate the merged chunks and retain terrain grid system tracking. Good for sculpting detail between borders.

Export:

  1. Export Coordinates to Text: Stores the names and their coordinates of each terrain chunk to a text block to recreate in desired game engine.

  2. Prep Meshes for Export: Zeros the transforms of all terrain chunks returning them to world origin.

  3. Emergency Reset: If issues arise with the terrain chunk system, pressing this button will reset the system and allow for reinitialization.

Best example: Deleting a terrain chunk piece manually without having a second available to add more! Silly quirk of data tracking that I haven’t accounted for yet.




$20

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Details
Blender Extension Compatible Yes
Sales 10
Published 5 months ago
Blender Version 5.1 - 5.2
Extension Type Add-on
Render Engine Used Blender-Internal, Cycles, Eevee
License GPL
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