@ ali Akbar: I purchased this pack a long time ago on your website. Is it possible in any way to add this addon or plugin to my library instead of adding it every time again and again!?
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[MENTION=59935]A[/MENTION]li, seeing a lockup on a mesh node when attempting to select a selection logic in a drop-down. May be something specific to my theme (it's got a log of stuff in it). Add mesh node, click mesh node, under "Selection Logic" click '+' to add a logic, click on drop-down (currently set to "None"), BOOM! locks-up URE. I've waited as long as 10 minutes to see if URE makes it back. Processor is stuck at 13% (8 cores, that's 100% on 1 core); suspect a bug in DA that drops into an infinite loop.
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I apologize if this has been asked before, but I have two questions:
1. The 'Draw Debug Data' looks weird. It seems the ground cells are drawn in solid black and other cells are not colored at all. Did I miss some settings somewhere or is this a bug.
2. I have some trouble understanding spatial constraints. I think I figured out how the 3x3 constraint works for ground cells. However, I am not sure how the 2x2 constraint works. I suppose it looks at the corner of a cell and checks the four adjacent cells, but I don't understand which corner is looked at.
I also don't quite understand how to utilize spatial constraints for wall cells. Which is the reference point from which the neighboring cells are checked?
This is what I am trying to accomplish: I want wall cells that are adjacent to an outwards bend corner to use a different mesh. I could get it to work for walls facing one direction but never all four directions at once.
I am using UE4.16 and installed the plugin via the Epic Launcher.
(I just realized I am using the wrong PC and cannot take screen shots of the project. I will add pictures once I booted the correct computer.)
Draw Debug Data issue:
Spatial Constraints: I want the red wall sections to use a different mesh than the blue sections. The visible wall piece is a Separator that I managed to place the way I want.
Last edited by Praseodyl; 06-21-2017, 04:12 AM.
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Originally posted by DrinkThisPotion View PostHi Ali,
Some seeds have stairs blocking doors. The only settings that seem to fix would be removing stairs completely (setting height variation prob to 0.0). Any chance for a fix? It's game breaking in these situations.
Here are some examples.
Seed 9614 - Furthest room A's door is blocked by stairway:
[ATTACH=CONFIG]144230[/ATTACH]
[ATTACH=CONFIG]144231[/ATTACH]
Seed 6035 - Stairs blocking corridor door to Furthest Room B (settings same as above except for seed):
[ATTACH=CONFIG]144232[/ATTACH]
Seed 8697 - Stairs blocking door of Furthest room A (this would result in not even being able to enter the dungeon!)
[ATTACH=CONFIG]144233[/ATTACH]
I wanted to bump this since I didn't see a response. I know others have commented on it as well. I was looking at the roadmap and didn't see it listed anywhere. I know it must be related to the core algorithm, which I'm guessing is something that's not a lot of fun to mess with. Maybe there's a workaround we can use that doesn't just require disabling height?
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Quick question, is there any way to make themes stack with one another rather than overwrite?
Currently if I add a second theme and use the same marker, only one of the themes will work.
It would be useful to be able to stack themes, being able to have them not consume the marker.
This way decor or lights could be separated from geometry.
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Originally posted by JBernhelm View Post[MENTION=28980]Ali Akbar[/MENTION] - Is it trivial to expose the Snap builder config variables to Blueprint? (module arrays, branch sizes, etc) If so, can that be worked into an update? Thanks!
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Originally posted by SystemFile View Post@ ali Akbar: I purchased this pack a long time ago on your website. Is it possible in any way to add this addon or plugin to my library instead of adding it every time again and again!?
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Originally posted by TheCouch View Post[MENTION=59935]A[/MENTION]li, seeing a lockup on a mesh node when attempting to select a selection logic in a drop-down. May be something specific to my theme (it's got a log of stuff in it). Add mesh node, click mesh node, under "Selection Logic" click '+' to add a logic, click on drop-down (currently set to "None"), BOOM! locks-up URE. I've waited as long as 10 minutes to see if URE makes it back. Processor is stuck at 13% (8 cores, that's 100% on 1 core); suspect a bug in DA that drops into an infinite loop.
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Originally posted by Praseodyl View PostI apologize if this has been asked before, but I have two questions:
1. The 'Draw Debug Data' looks weird. It seems the ground cells are drawn in solid black and other cells are not colored at all. Did I miss some settings somewhere or is this a bug.
2. I have some trouble understanding spatial constraints. I think I figured out how the 3x3 constraint works for ground cells. However, I am not sure how the 2x2 constraint works. I suppose it looks at the corner of a cell and checks the four adjacent cells, but I don't understand which corner is looked at.
I also don't quite understand how to utilize spatial constraints for wall cells. Which is the reference point from which the neighboring cells are checked?
This is what I am trying to accomplish: I want wall cells that are adjacent to an outwards bend corner to use a different mesh. I could get it to work for walls facing one direction but never all four directions at once.
I am using UE4.16 and installed the plugin via the Epic Launcher.
(I just realized I am using the wrong PC and cannot take screen shots of the project. I will add pictures once I booted the correct computer.)
Draw Debug Data issue:
Spatial Constraints: I want the red wall sections to use a different mesh than the blue sections. The visible wall piece is a Separator that I managed to place the way I want.
For spatial constraints 3x3 is idea for ground tiles (since it is surround by 3x3 tiles). You'd use 2x2 for Corners (like Fence Separators, Wall Seperators) since they are surrounded by 2x2 tiles. The Edge constraint is for the Walls and fences
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