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    Originally posted by AngeIV View Post

    something like this? https://www.youtube.com/watch?v=ElsH8E5-9DM
    each building varies by floors and could ahve diferent interior and materials, however i put this in 1h tops.
    Wow that is really nice! Can you post a tutorial?

    - Are the interior walls "baked" into the building mesh stories/ floors?
    - How are you resolving putting roofs on buildings for different heights?

    Comment


      Originally posted by PhosphorArt View Post

      Wow that is really nice! Can you post a tutorial?

      - Are the interior walls "baked" into the building mesh stories/ floors?
      - How are you resolving putting roofs on buildings for different heights?
      1. No they are markers hat can random items. meshes can have simulated physx.
      2. i have implemented something like this - for each block i pick a random base. each base has a random change to be a 2-3-4 story building. base on the result it will add floors, and always end up with a roof. because each floor and roof are added as relative location agains the previous market i can reuse markers like "roof A" roof B" "roof C"
      in this demo i used only 1 pack from marketplace: "Post Apocalyptic World" from polypixel. nice LOD and good performance.
      3. yes i can do a tutorial or a walkthru how i made it. I also plan to do a game series tutorial demo for a multiplayer zombie plague simulation and use random generated city blocks for that.

      Comment


        Originally posted by Ali Akbar View Post

        Laurentius Lars, Thanks for the feedback. Earlier, I found designing in the blueprint editor to be a pain, but like you say, the Prefab tool seems to fix that. I'll try to support both by abstracting the module source (blueprint or level module)

        Here are some of the Pros and Cons of each one:

        Blueprint Based Snap builder
        + Fast generation (in editor)
        + Fast generation (at runtime)
        + Stable (in editor)
        + Stable (at runtime)

        - No level streaming
        - No lightmapping
        - No BSP Brushes
        - No foliage (BP doesn't support it)
        - No vertex painting (?)


        Level map based Snap Builder
        - Slow generation (in editor)
        + Fast generation (at runtime)
        - Unstable (in editor)
        + Stable (at runtime)
        + Level streaming
        + Lightmapping support
        + Folliage support
        + Vertex painting support
        + BSP Brushes



        Going with the level based modules has a lot of advantages, once the stability and build performance issues are sorted out. (especially the level streaming and lightmap support for VR and mobile)
        From all the features you plugin offers, this one interests me the most, especially 'Level map based'. For clarifications, by 'Level map based', do you mean there is a Persistent map where other, actual levels (not BP actors), are streamed in? Would that work with multiplayer? And lastly, is there any progress on that front? Sorry to bother you with so many questions, but i would really like to use that feature. Especially if it works in multiplayer.

        Comment


          The city builder is very powerful, it is just a few (albeit difficult to implement) features short of creating convincing cities

          1- Neighborhoods- if there was a way to define a neighborhood theme clumps (residential vs high rise vs commercial vs rural ("central park") in believable groupings)
          2- Elevation: There is really no way to do hills, ramps with the roads; only flat cities
          3- River/Canals: there is no way to really do this where they can play nicely with street, bridges
          4- Overpass, highway, train tracks: while this can be a mirror of road below it, no way to make this go in directions that cut into buildings, etc Railroad tracks could follow a similar rule set
          5- Corner buildings - users could make things with 2 fronts, or rounded buildings, etc

          Bonus:
          6- Street width per neighborhood (downtown wide streets going into normal streets, a transition piece)
          7- Diagonals streets- make it seem more convincing. Admittedly this sounds very difficult to manage

          Bonus Bonus:
          8- If this could tie into using a procedural building system w/ interiors. This is somewhat possible now to use existing rules, but would be nice if it was a bit easier or separate. This could be simple (just easier managing floors and interior props ) or something more complex like what you have elsewhere

          If you could make this more robust, you could sell a "City Architect" separately from Dungeon Architect, this would be a pretty big high demand system, even for non-gaming applications (VR simulations, AI simulations, autonomous car simulations) . Neither Unity or Unreal has anything like this
          Last edited by PhosphorArt; 05-16-2018, 02:26 AM.

          Comment


            BUG: Larger buildings than grid (bigger building probability) doesn't always face the road correctly

            Comment


              Hello very nice plugin. Unreal Engine Marketplace - Dungeon Architect
              I want to ask you about this add-on.
              Can you tell me if it is included in the map FPS template which is visible in the video.

              https://www.youtube.com/watch?v=VZIIEQoMp7o

              And if it is not included can you tell me or give a link to it.
              I apologize for my bad English.

              Comment


                Originally posted by polkovnika3 View Post
                Hello very nice plugin. Unreal Engine Marketplace - Dungeon Architect
                I want to ask you about this add-on.
                Can you tell me if it is included in the map FPS template which is visible in the video.

                https://www.youtube.com/watch?v=VZIIEQoMp7o

                And if it is not included can you tell me or give a link to it.
                I apologize for my bad English.
                Here is how that was made
                https://github.com/coderespawn/dunge...ct-ue4-demo-dm

                Comment


                  Originally posted by PhosphorArt View Post
                  Hi, I know how the maps was made. I'm interested in which plugin he used for FPS.
                  And in other demos I have seen him the same but I can not find it in the store.
                  Last edited by polkovnika3; 05-18-2018, 07:12 PM.

                  Comment



                    Originally posted by polkovnika3 View Post

                    I'm interested in which plugin he used for FPS.
                    from that page: "Install Epic ShooterGame project from Launcher's Learn tab"

                    Comment


                      Originally posted by PhosphorArt View Post


                      from that page: "Install Epic ShooterGame project from Launcher's Learn tab"
                      Can not be.
                      Thank you so much!

                      Comment


                        Hi Ali !
                        very cool and powerful plugin
                        but i just start using ue4 for couple of months
                        and i'm wondering is there any way for selecting one specific room by select logic?
                        Cuz i want to generate several types of rooms with different themes such as a room full of monsters and a room full of traps at runtime
                        i know i could use themeoverride during designtime but i dunno how to do that at runtime.
                        I've tried a few ways to keep room cell separating by types but they've all got just mixed up and i cant figure out any other methods.
                        i know there must be a way for this but maybe im not very familiar with those nodes so im a little bit desperate.
                        PLZ reply me if u see this!! Its very important to me
                        thx for million times!!
                        Last edited by xDragon55683599; 05-29-2018, 02:49 AM.

                        Comment


                          Hello Ali,

                          referring to the great "City Builder" Demo, are there some news on this Demo and the whole Project?
                          If so please do let me know.
                          That would be very great for me and the project I do work on.

                          Thank You for creating and working on the Dungeon Architect.

                          Best regards,
                          Harald

                          Comment


                            I hope I do not get in trouble for this, but we're struggling to find a single Level Designer using Dungeon Architect in their Workflow to join us in developing our FTPS. Dungeon Architect is so powerful. For the life of me, I cannot understand why every Level Designer is not using it in their workflow in some form or fashion. I've been studying Level Design at the World of Level Design, when possible as busy with implementing Network Replication, AI, Customization/Construction, Weapons Mechanics, Creature Design and a host of other features in our game. Its overwhelming to say the least. So if any DA Level Designers read this message and have to spare time to work with us, please stop by our discord and let us know. Thanks for reading.
                            GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

                            Comment


                              Yeah, this tool is amazing, but for some reason I personally didn't see any designer willing to learn it yet.
                              In game development we're often control freaks and don't want things randomly generated instead of handcrafting everything I guess ^^
                              | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                              Comment


                                Originally posted by BrUnO XaVIeR View Post
                                Yeah, this tool is amazing, but for some reason I personally didn't see any designer willing to learn it yet.
                                In game development we're often control freaks and don't want things randomly generated instead of handcrafting everything I guess ^^
                                Not really (or not necessarily). I think DA can be somewhat cumbersome and it needs more tutorials. Maybe that's why not whole a lot of people use it.

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