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    Hey Guys,

    We just announced our game City of Brass, using DA for the level generation

    Comment


      Keep forgetting to ask - does DA already makes all those meshes into HISMCs with ability to define min/max draw distance? Kinda essential stuff for performance and especially for VR.
      Last edited by motorsep; 07-07-2017, 01:56 PM.

      Comment


        Originally posted by LuaChunk View Post
        Hey Guys,

        We just announced our game City of Brass, using DA for the level generation
        Wow - that looks AWESOME! And what a great setting to use DA.

        Comment


          Originally posted by JBernhelm View Post
          Wow - that looks AWESOME! And what a great setting to use DA.
          Indeed. Looks very promising.
          [LEGENDS of EPICA][Twitter][FB][YT][Vimeo]

          Comment


            Hi Ali,

            As Ryan posed above we just announced City of Brass and are using DA for level generation. it is an awesome tool! One problem we have been experiencing is with texture streaming on static mesh created by DA.

            Has anyone reported issues with Textures not streaming in on Static Mesh placed by DA that are close to the player start?

            e.g. When this gate mesh is created by the DA Theme (mesh node) right next to the player start, the textures do not stream in, it loads at the lowest mip level. If I then place the same static mesh into the level in the editor and run the game again, you can see both the smesh placed by hand and the DA created version have their correct texture streamed in.

            Click image for larger version

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            This only appears to happen to meshes that are CLOSE to the player start when the game starts, if I go far enough away into the dungeon and come back to this area, the texture will stream in correctly.

            This only happens in the standalone game, (not in PIE viewport)

            We have this happening with all the assets around the player when the game starts, the Gate is just the most obvious example.

            any ideas?

            Andrew

            EDIT: We are using Run-time level generation.
            Last edited by UppercutAJ; 07-10-2017, 07:20 AM.

            Comment


              Originally posted by UppercutAJ View Post
              Hi Ali,

              As Ryan posed above we just announced City of Brass and are using DA for level generation. it is an awesome tool! One problem we have been experiencing is with texture streaming on static mesh created by DA.

              Has anyone reported issues with Textures not streaming in on Static Mesh placed by DA that are close to the player start?

              e.g. When this gate mesh is created by the DA Theme (mesh node) right next to the player start, the textures do not stream in, it loads at the lowest mip level. If I then place the same static mesh into the level in the editor and run the game again, you can see both the smesh placed by hand and the DA created version have their correct texture streamed in.

              [ATTACH=CONFIG]147964[/ATTACH]

              This only appears to happen to meshes that are CLOSE to the player start when the game starts, if I go far enough away into the dungeon and come back to this area, the texture will stream in correctly.

              This only happens in the standalone game, (not in PIE viewport)

              We have this happening with all the assets around the player when the game starts, the Gate is just the most obvious example.

              any ideas?

              Andrew

              EDIT: We are using Run-time level generation.
              I think this is related to optimization settings of the editor (and or standalone?), noticed this too, happens sometimes depending on current resource allocation.
              [LEGENDS of EPICA][Twitter][FB][YT][Vimeo]

              Comment


                Originally posted by UppercutAJ View Post
                Hi Ali,

                As Ryan posed above we just announced City of Brass and are using DA for level generation. it is an awesome tool! One problem we have been experiencing is with texture streaming on static mesh created by DA.

                Has anyone reported issues with Textures not streaming in on Static Mesh placed by DA that are close to the player start?

                e.g. When this gate mesh is created by the DA Theme (mesh node) right next to the player start, the textures do not stream in, it loads at the lowest mip level. If I then place the same static mesh into the level in the editor and run the game again, you can see both the smesh placed by hand and the DA created version have their correct texture streamed in.

                [ATTACH=CONFIG]147964[/ATTACH]

                This only appears to happen to meshes that are CLOSE to the player start when the game starts, if I go far enough away into the dungeon and come back to this area, the texture will stream in correctly.

                This only happens in the standalone game, (not in PIE viewport)

                We have this happening with all the assets around the player when the game starts, the Gate is just the most obvious example.

                any ideas?

                Andrew

                EDIT: We are using Run-time level generation.
                Same thing happens to me. For now I have disabled texture streaming for the impacted textures. Would be interested in hearing if you find a better solution. Awesome looking game, by the way.

                Comment


                  Originally posted by calvin019 View Post
                  My office building demo looks nothing like the vid. its just the floor, no elevators
                  [MENTION=787597]calvin019[/MENTION] You need to include the assets from SciFi Hallways project which is freely available in the launcher. Please refer to the instructions on the quick start guide
                  Dungeon Architect | Prefabricator

                  Comment


                    [MENTION=165325]TheCouch[/MENTION] The list is populated by UE4. However I have some flags set so that the default values can be modified after the class is selected from the dropdown box (which might be causing this issue). I'll investigate this further
                    Last edited by Ali Akbar; 07-11-2017, 02:31 AM.
                    Dungeon Architect | Prefabricator

                    Comment


                      Originally posted by LuaChunk View Post
                      Hi,

                      We're in the process of upgrading to UE4 4.16 and DA 2.6.2. I've got it all working in the editor but when I run a cooked build I get the following error:

                      [ATTACH=CONFIG]147494[/ATTACH]

                      It seems to be trying to load the WITH_EDITORONLY_DATA property PreviewViewportProperties which is a subobject created in the constructor and named 'PreviewProperties'.

                      Is anyone else able to run a cooked build with DA 2.6.2

                      Regards,

                      Ryan.
                      Hey Ryan, sorry for the delay. I've fixed the issue in 2.6.3 and I've uploaded 2.6.4-ea1 to the website



                      Version 2.6.4-ea1
                      * Fixed a bug with pooling where actors from another dungeon where deleted
                      * Exposed the snap confiugration to blueprints
                      * Exposed the grid tool paint data to blueprints
                      * Added wall separators to floorplan builder

                      Version 2.6.3
                      * Fixed a critical bug with theme files that was crashing standalone builds
                      * IsNearMarker grid query function also retuns the number of nearby markers found nearby


                      I'll be submitting 2.6.4 to the marketplace launcher soon
                      Last edited by Ali Akbar; 07-11-2017, 02:23 AM.
                      Dungeon Architect | Prefabricator

                      Comment


                        Originally posted by LuaChunk View Post
                        Hey Guys,

                        We just announced our game City of Brass, using DA for the level generation
                        Ryan, City of Brass looks absolutely gorgeous. Thank you for using DA on your awesome game! I can't wait to play it
                        Dungeon Architect | Prefabricator

                        Comment


                          Originally posted by motorsep View Post
                          Keep forgetting to ask - does DA already makes all those meshes into HISMCs with ability to define min/max draw distance? Kinda essential stuff for performance and especially for VR.
                          [MENTION=1680]motorsep[/MENTION] as discussed, I've added Min/Max culling distance to the HISMC, however it doesn't seem to work. I'll investigate this further and let you know.

                          P.S: For now, your lights will get culled if you set the min/max draw distance setting in the advanced settings since they are not part of the instanced meshes
                          Code:
                          Component->InstanceStartCullDistance = Mesh->Template->MinDrawDistance;
                          Component->InstanceEndCullDistance = Mesh->Template->LDMaxDrawDistance;
                          Component->SetMobility(Mesh->Template->Mobility);
                          Dungeon Architect | Prefabricator

                          Comment


                            [MENTION=10853]UppercutAJ[/MENTION] I'm trying to get this streaming issue to show up in my computer but unable to. By standalone builds, do you mean a packaged project or Play > Standalone Game. I'll also try with a packaged build

                            Here's what I did:
                            - Set the engine scalability to Medium
                            - Build a dungeon really far away with meshes that have a 4K texture. Since they are too far away, only the lowest mip is streamed in
                            - After the dungeon is built, move the player close to the mesh. It properly streams the higher mips in (video 0:02-0:03)



                            For debugging, could you try spawning a gate mesh from blueprints next to your player and see if this also has the same issue

                            Dungeon Architect | Prefabricator

                            Comment


                              Hi Ali,

                              Thank you for an amazing product. I'm using the snap builder and had a few questions. I'm sorry if I missed this information from earlier in the thread.

                              You mentioned you would exposed the snap configuration to blueprints?
                              I would like to be able to specific rooms for not just the start and end but at certain points through out the map. Further or closer to the start. Does Snap builder number the rooms?(ie in a 10 room level the start would be room 1 and the end room 10.) If so can we get access to that number?

                              Order- Is there a good way to get the room order after the level is built? If the level had 10 rooms it would be useful to know if the NPC units were in room 2 vers room 9. How can we do this currently?

                              Comment


                                Hey Ali,

                                Me and another guy in discord were having issues with runtime generation for multiplayer games. Could you maybe look into doing up a blueprint geared towards more than one playable character being in the map at once? TIA

                                Comment

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