A scene generator node that parses a Quake MAP or Hammer VMF file using a FuncGodotFGDFile. Uses a FuncGodotMapSettings resource to define map build settings.
#Signals
Signal
Description
buildfailed
Emitted when the build process fails.
buildcomplete
Emitted when the build process succesfully completes.
Map settings resource that defines map build scale, textures location, and more.
Build
Build Flags
Int
Bitflag settings that control various aspects of the build process.
Unwrap UV2 : Unwrap UV2s during geometry generation for lightmap baking.
Show Profiling Info : Print build step information during build process.
Disable Smoothing : Force disable processing of vertex normal smooth shading.
#FuncGodotMapSettings
Reusable map settings configuration for FuncGodotMap nodes.
Property
Type
Description
Build Settings
Inverse Scale Factor
Float
Ratio between map editor units and Godot units. FuncGodot will divide brush coordinates by this number when building. This does not affect entity properties unless scripted to do so. See Inverse Scale Factor for more information.
Resource file that translates map file classnames into Godot nodes and packed scenes.
Use Groups Hierarchy
Bool
If true, will organize Scene Tree using TrenchBroom Layers and Groups or Hammer Visgroups. Groups will be generated as Node3D nodes. All non-entity structural brushes will be moved out of their groups and merged into the Worldspawn entity. Any Layers toggled to be omitted from export in TrenchBroom and their child entities and groups will not be built.
Uv Unwrap Texel Size
Float
Texel size for UV2 unwrapping. Actual texel size is uvunwraptexelsize / inversescalefactor. A ratio of 1/16 is usually a good place to start with (if inversescalefactor is 32, start with a uvunwraptexelsize of 2). Larger values will produce less detailed lightmaps. To conserve memory and filesize, use the largest value that still looks good.
Entity Settings
Entity Node Groups
Array[String]
Optional array of node groups to add all generated nodes to.
Entity Name Property
String
Default class property to use in naming generated nodes. This setting is overridden by name_property in FuncGodotFGDEntityClass. Naming occurs before adding to the SceneTree and applying properties. Nodes will be named "entity_" + name_property.
NOTE: Node names should be unique, otherwise you may run into unexpected behavior!
Entity Smoothing Property
String
Class property that determines whether the Solid Entity performs mesh smoothing operations.
Entity Smoothing Angle Property
String
Class property that contains the angular threshold that determines when a Solid Entity's mesh vertices are smoothed.
Vertex Merge Distance Property
String
Class property that contains the snapping epsilon for generated vertices of FuncGodotFGDSolidClass entities. Utilizing this property can help reduce instances of seams between polygons.
Textures
Base Texture Dir
String
Base directory for textures. When building materials, FuncGodot will search this directory for texture files with matching names to the textures assigned to map brush faces.
Texture File Extensions
Array
File extensions to search for texture data.
Clip Texture
String
Optional path for the clip texture, relative to Base Texture Dir. Brush faces textured with the clip texture will have those faces removed from the generated Mesh but not the generated Shape3D.
Skip Texture
String
Optional path for the skip texture, relative to Base Texture Dir. Brush faces textured with the skip texture will have those faces removed from the generated Mesh. If the FuncGodotFGDSolidClasscollisionshapetype is set to concave then it will also remove collision from those faces in the generated Shape3D.
Origin Texture
String
Optional path for the origin texture, relative to Base Texture Dir. Brush faces textured with the origin texture will have those faces removed from the generated Mesh and Shape3D. The bounds of these faces will be used to calculate the origin point of the entity.
Texture Wads
Array[Resource]
Optional QuakeWADFile resources to apply textures from. See the Quake Wiki for more information on Quake Texture WADs. Supports both Quake WAD2 and Half-Life WAD3 formats.
Materials
Material File Extension
String
File extension to search for Material definitions.
Base Material Dir
String
Base directory for loading and saving materials. When building materials, FuncGodot will search this directory for material resources with matching names to the textures assigned to map brush faces. If not found, will fall back to Base Texture Dir.
Default Material
Material
Material used as a template when generating missing materials.
Default Material Albedo Uniform
String
Sampler2D uniform that supplies the Albedo in a custom shader when Default Material is a ShaderMaterial.
Shader Material Uniform Map Patterns
Dictionary[String, String]
Automatic ShaderMaterial generation mapping patterns. Only used when defaultmaterial is a ShaderMaterial. Keys should be the names of the shader uniforms while the values should be the suffixes for the texture maps. Patterns only use one replacement String: the texture name, ex: "%snormal".
Albedo Map Pattern
String
Automatic PBR material generation albedo map pattern.
Normal Map Pattern
String
Automatic PBR material generation normal map pattern.
Metallic Map Pattern
String
Automatic PBR material generation metallic map pattern.
Roughness Map Pattern
String
Automatic PBR material generation roughness map pattern.
Emission Map Pattern
String
Automatic PBR material generation emission map pattern.
Ao Map Pattern
String
Automatic PBR material generation ambient occlusion map pattern.
Height Map Pattern
String
Automatic PBR material generation height map pattern.
Orm Map Pattern
String
Automatic PBR material generation ORM map pattern.
Save Generated Materials
Bool
Save automatically generated materials to disk, allowing reuse across FuncGodotMap nodes. NOTE: Materials do not use the Default Material settings after saving.