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    Originally posted by Ali Akbar View Post
    Till the next update, as a work around, delete your duplicated dungeon actor and drop in a new one and reconfigure it
    As for the marker, the empty space emitter works in a similar way (how far away an empty space is to the nearest wall). Are you looking to make angular roofs?
    1. Yes that solved the problem I msut say that I have this plugin for 6 months, it helped me a lot and is a complete must have for every type of games. I never seen support this good. Cant wait for landscape architect
    2. Im not proficient enought to make my own custom grid, so I dont know how to make markers that will take more then a single grid space so I use various spawn rules to cheat in that matter. And yes - I am trying to make angular roofs I even kinda did, but it's not perfect. I studied the empty space marker emitter, but cant figure how to make the oposite of it. Even though it should be simple as "finding adjacent cells to walls, and checking if they are room type" - but it doesn't work for some reason :/

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      Hi all,
      I'm using DA to generate random levels during runtime.
      While fiddling with some stuff, I found out checking 'instanced' to true on Dungeon actor makes object type of DungeonInstancedMeshActor to be always 'WorldDynamic' and completely ignore settings I adjusted in DungeonTheme as well as default collision settings of the source static mesh.
      Is this normal?
      (UE version 4.16.3 and DA 2.7.0.)

      Comment


        Originally posted by Ali Akbar View Post

        It should work with 4.17.x. I'll test and upload a recompiled version if needed
        Getting the same message with 2.7.0 and 4.17.2
        [LEGENDS of EPICA][Twitter][FB][YT][Vimeo][Reallusion Technical Expert]

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          Anyone able to compile 2.7.0 for 4.17.2?
          [LEGENDS of EPICA][Twitter][FB][YT][Vimeo][Reallusion Technical Expert]

          Comment


            Few questions on building optimization with DA

            I only seem to be able to get an instanced dungeon when I click the check box on the dungeon generator its self. When I try the instanced check box in the theme details config it does not seem to do anything. It also does not seem to do anything when I change the Static Mesh component under advanced options. I ask because I would like to have some parts of my dungeon be instanced. When I have the whole thing be instanced there seems to be no collision or at least its using a different collision profile. Does anyone know why how to fix that?

            Also, it would be great if it would used HISM and not just one big ISM, well at least it would be good to have the option.

            Finally, foliage... how are people handling that? In all of the examples its just a static mesh that cant be the best way to do it? Are you recommending people set up a procedural foliage volume? I would still like have DA spawn trees at certain locations but have them be Foliage meshes. What's the right way to do that?

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              check the example project - and folder "DA_OutdoorCliff"
              Its a good example of faked landscape done with DA

              Comment


                You are right that is a good example of a faked landscape. It seems that if you use instanced in DA you will get HISM which I think is just as good as Foliage. The main problem I am still having is the same as netcop0207. Basically, if you instance the DA build it disregards all of your settings from the advanced tab. So you get the default collision and you can't seem to change the shadows. That's a big problem. You need to be able to turn off shadows and collision on the superfluous meshes. Its a must if you are using dynamic lighting. If anyone knows how to do that please let me know.

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                  On the dungeon theme you have various settings overwrite on each „static mesh” node. If you set them up they will be applied on the instanced meshes. If you have small maps and target pc and consoles not mobile and performance is not that big of a deal - you can turn on complex collisions project-wide in project settings and simple will be used only for simulate physx.
                  if You are running a repository i could help You remotely.

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                    You are right on PC the performance is not that big of a deal. Still I am seeing several big dungeons will cost a few MS, even when they are not on screen. My project is not on-line, but thanks. I have used the overwrites in the Themes, but those settings are disregarded when you use instanced. I understand you need to make the changes in C++ so I hope this can get exposed to blueprint soon.

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                      if your project is not online you can even easier use distance culling, cull volumes per dungeon, and level streaming each dungeon could be part of a diferent level streamed in and out from the persistent level.
                      By overwrites I mean that "static mesh" node in the theme graph got vast number of options and you can overwrite any value of the default mesh. even collision type and object type.

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                        Hi all,

                        Does anyone happen to know if it is possible to abort building dungeon with blueprint?
                        I need to rebuild dungeon if the number of certain markers is insufficient.
                        I thought about calling 'Destroy Dungeon' node after markers have been emitted but I assume the rest of the building process would gonna take place anyway, so I'm looking for more stable alternative.

                        If anyone knows, please let me know.

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                          Is there any way to use grid builder with custom rooms like meshes (similar to snap builder). Like, I want corridors to be procedurally generated to connect rooms I've created myself

                          Comment


                            Ali Akbar, Does the Snap Builder support custom layouts now for connecting rooms?

                            Comment


                              Hey everyone, the snap builder went through some major improvements. You can design your snap modules in level files (as opposed to blueprints)

                              It also supports level streaming. The level streaming logic is based on the dungeon graph's room connection, rather than a simple distance based check. You can load rooms up to a certain depth from where you are standing. In the video I have the depth set to 1, so rooms directly connected to the current room are shown

                              Level Streaming Support

                              Dungeon Architect | Prefabricator

                              Comment


                                Originally posted by Ali Akbar View Post
                                Hey everyone, the snap builder went through some major improvements. You can design your snap modules in level files (as opposed to blueprints)
                                Awesome. Do you know if it will break compatibility with older snap builder dungeons that were set up with blueprints? I'll likely switch over to levels, since the editor is better, but my game runs on blueprint snap modules right now.

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