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FuncGodot FGD Resources
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FuncGodotFGDFile
Resource file used to express a set of FuncGodotFGDEntity definitions. Can be exported as an FGD file for use with a Quake map editor. Used in conjunction with a FuncGodotMapSettings resource to generate nodes in a FuncGodotMap node.
Level Design Book FGD Chapter
Valve Developer Wiki FGD Article
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FuncGodotFGDEntityClass
Base entity definition class. Not to be used directly, use FuncGodotFGDBaseClass, FuncGodotFGDSolidClass, or FuncGodotFGDPointClass instead.
Quake Wiki Entity Article
Level Design Book: Entity Types and Settings
Valve Developer Wiki FGD Article
Valve Developer Wiki Entity Descriptions
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FuncGodotFGDBaseClass
Special inheritance class for Solid Class and Point Class entity definitions. Useful for adding shared or common properties and descriptions. Does not have any unique properties on its own but is defined separately to facilitate FGD building and lookup.
Quake Wiki Entity Article
Level Design Book: Entity Types and Settings
Valve Developer Wiki FGD Article
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FuncGodotFGDSolidClass
FGD SolidClass entity definition that generates a mesh from Brush Data
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A MeshInstance3D will be generated by FuncGodotMap according to this definition's Visual Build settings. If nodeclass inherits CollisionObject3D then one or more CollisionShape3D nodes will be generated according to Collision Build settings.
Quake Wiki Entity Article
Level Design Book: Entity Types and Settings
Valve Developer Wiki FGD Article
Valve Developer Wiki Entity Descriptions
dumptruckds' Quake Mapping Entities Tutorial
| Property | Type | Description |
| Spawn Type | SpawnType | Controls whether this Solid Class is the worldspawn, is combined with the worldspawn, or is spawned as its own free-standing entity.
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| Origin Type | OriginType | Controls how this Solid Class determines its center position. Only valid if Spawn Type is set to ENTITY.
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| Visual Build | ||
| Build Visuals | Bool | Controls whether a MeshInstance3D is built for this Solid Class. |
| Global Illumination Mode | GIMode | Global illumination mode for the generated MeshInstance3D. Setting to GI_MODE_STATIC will unwrap the mesh's UV2 during build. See the Godot documentation for more information. |
| Shadow Casting Setting | ShadowCastingSetting | Shadow casting setting allows for further lightmapping customization. See the Godot documentation for more information. |
| Build Occlusion | Bool | Automatically build OccluderInstance3D nodes for this entity. See the Godot documentation on Occlusion Culling for more information. |
| Render Layers | Int, 3D Render Flags | This Solid Class' MeshInstance3D will only be visible for Camera3Ds whose cull mask includes any of these render layers. |
| Collision Build | ||
| Collision Shape Type | CollisionShapeType | Controls how collisions are built for this Solid Class.
See the Godot documentation to make an informed decision on what collision type would work best for this entity for your game's needs. |
| Collision Layer | Int, 3D Physics Flags | The physics layers this Solid Class can be detected in. |
| Collision Mask | Int, 3D Physics Flags | The physics layers this Solid Class scans. |
| Collision Priority | Float | The priority used to solve colliding when penetration occurs. The higher the priority is, the lower the penetration into the SolidClass will be. This can for example be used to prevent the player from breaking through the boundaries of a level. |
| Collision Shape Margin | Float | The collision margin for the Solid Class' collision shapes. Not used in Godot Physics. See Shape3D documentation for details. |
| Mesh Metadata | The following properties tell FuncGodot to add a "func_godot_mesh_data" Dictionary to the metadata of the generated node upon build. This data is parallelized, so that each element of the array is ordered to reference the same face in the mesh. | |
| Add Textures Metadata | Bool | Add a texture lookup table to the generated node's metadata on build. The data is split between an Array of StringName called "texture_names" containing all currently used texture materials and a PackedInt32Array called "textures" where each element is an index corresponding to the "texture_names" entries. |
| Add Vertex Metadata | Bool | Add a PackedVector3Array called "vertices" to the generated node's metadata on build. This is a list of every vertex in the generated node's MeshInstance3D. Every 3 vertices represent a single face. |
| Add Face Position Metadata | Bool | Add a PackedVector3Array called "positions" to the generated node's metadata on build. This is a list of positions for each face, local to the generated node, calculated by averaging the face's vertices to find its center. |
| Add Face Normal Metadata | Bool | Add a PackedVector3Array called "normals" in the generated node's metadata on build. Contains a list of each face's normal. |
| Add Collision Shape Face Indices Metadata | Bool | Add a Dictionary called "collision_shape_to_face_indices_map" to the generated node's metadata on build. Contains keys of Strings, which are the names of child CollisionShape3D nodes, and values of PackedInt32Array, , containing indices of that child's faces. For example, an element of { "entity_1_brush_0_collision_shape" : [0, 1, 3] }shows that this solid class has been generated with one child collision shape named entity_1_brush_0_collision_shape which handles 3 faces of the mesh with collision, at indices 0, 1, and 3. |
| Scripting | ||
| Script Class | Script | An optional Script file to attach to the node generated on map build. |
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FuncGodotFGDPointClass
A resource used to define an FGD PointClass entity. PointClass entities can use either the Node Class or the Scene File property to tell a FuncGodotMap what to generate on map build.
Quake Wiki Entity Article
Level Design Book: Entity Types and Settings
Valve Developer Wiki FGD Article
dumptruckds' Quake Mapping Entities Tutorial
Level Design Book: Display Models for Entities
Valve Developer Wiki FGD Article: Entity Description Section
TrenchBroom Manual: Display Models for Entities
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FuncGodotFGDModelPointClass
A special type of FuncGodotFGDPointClass entity that automatically generates a special simplified, scaled, and reoriented GLB model file for the map editor display. Only supported in map editors that support GLTF or GLB.
Quake Wiki Entity Article
Level Design Book: Entity Types and Settings
Valve Developer Wiki FGD Article
dumptruckds' Quake Mapping Entities Tutorial
Level Design Book: Display Models for Entities
Valve Developer Wiki FGD Article: Entity Description Section
TrenchBroom Manual: Display Models for Entities