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Dungeon Architect

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  • replied
    Hi! Is there a way to control generation more accurately? for example If I have my map sketch-plan and wanna use the Draw dungeon tool to build the same map I sketched. The problem that the builder generates other corridors which I don't want to have.
    I played with grid dungeon config but haven't got my goal.
    Last edited by Feddark; 08-03-2019, 04:02 AM.

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  • replied
    Hello sir/madam,Click image for larger version

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    i saw your complete tutorial i tried to create selection logic and transform logic i am unable to create it the problem is when pressing plus sign near selection logic i am unable to open blueprint editor same problem with transform logic which shown in the image in red maker and please help me how to create custom emitter

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  • replied
    So I followed this https://coderespawn.github.io/dungeo...ue4/index.html to the the letter and some but my Dungeon isn't building with my own meshes or "proto meshes"

    What am i missing here?

    When building i get a folder Dungeon items that is like this https://imgur.com/8Gj0dSU
    Last edited by Notads99; 07-02-2019, 05:16 PM. Reason: More info

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  • replied
    Originally posted by Methosborgoff View Post

    Check out the demo cave map Ali used the fire land assets on. He uses rocks in the empty spots to make the cave. You can see the empty space rule there. Replace rocks for what you like.
    hey thanks for the hand downloaded the files now and will check that out, i just checked my version number and it's 2.10 not 2.12. What am i missing here? Do i need to uninstall and install the plugin? The unreal vault isn't showing any updates :/ EDIT Got it installed to 2.13.1 by restarting the epic games window ^-^

    Side note: anyone else think a Reddit sub for this plug in would be much better for everyone? I'm willing to set one up.
    Last edited by Notads99; 06-30-2019, 02:40 PM.

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  • replied
    Originally posted by Notads99 View Post
    also wondering if i can fill the blank spots in the dungeon grid.
    Check out the demo cave map Ali used the fire land assets on. He uses rocks in the empty spots to make the cave. You can see the empty space rule there. Replace rocks for what you like.
    Last edited by Methosborgoff; 06-30-2019, 10:09 AM. Reason: Awesone auto correct

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  • replied
    So i wanted to try the new snap map dungeon builder but by the second step "snap map dungeon module" isnt showing when creating new. I'm all up to date with the unreal store downloads and engine. What am i missing here?

    PS cool tech, any chance of getting that infinite map like in unity?

    EDIT: also wondering if i can fill the blank spots in the dungeon grid.
    Last edited by Notads99; 06-25-2019, 12:00 PM.

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  • replied
    Originally posted by Gomez_Elguabo View Post

    Yes i did it, i send you post. And also a post with the spawning issue. I sthere a way to spawn the dungeon where we put it.
    I figured out the spawn issue, if Z =0 it spawns in different places whem you do it with 1 itis ok now

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  • replied
    Originally posted by dkoding View Post
    Gomez_Elguabo Did you remember to add the new module to the module database, and then press the rebuild module database button afterwards?
    Yes i did it, i send you post. And also a post with the spawning issue. I sthere a way to spawn the dungeon where we put it.

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  • replied
    Gomez_Elguabo Did you remember to add the new module to the module database, and then press the rebuild module database button afterwards?

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  • replied
    Hi Ali! Will you be putting 2.13 on the website? Latest on there is 2.11.2

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  • replied
    I did everything according to book. It sometimes creates the snapmaps sometimes not. This version definetely has bug. It work just with onemap but as soon as i add another when i build the visual map goes emty and nothing generates.

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  • replied
    THIS snapmap builder gives me headaches. It is working with the snapgame modules but not working with my custom made meshes. When i press buil nothing happens, zeroo. I fı choose
    snap game meshes. It builds that meshes. If i put one of my meshes insişde a room it creates that mesh too, if ı put it out side that room but in the same ömodule level nothing happenns again. I think this of the snap map is very buggy too. And bound volumes dosnt do much ı deleted them the map (snap map) created any way. I fi delete one of the walls the dungeon updates it if ı restart the engine. Soo say me if i am doing sometihing wrong

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  • replied
    Hey Ali Akbar - one question regarding the Snap map builder - would it be possible to change how the bounds volumes work? I think they should more snugly encompass the meshes of the module. I find the bounds to be much too large. Contracting the collission check does not work either, this leads to other bugs with overlapping geometry. Also, if I have a non-rectangular level, the bound volumes always collide, see the attached example.... How about splitting up the bounds volumes into several modules instead of just one? A lot of perfectly good levels are discarded because of this.
    Look at this example - level is at a 45 degree angle Also - this module that is a perfectly fine placement is rejected - there is no mesh overlaps ...and why are the bounds volumes so big? There are tons of space under, over and around the module.

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  • replied
    I have a question regarding the dungeon flow editor, is it compatible with the grid builder? if so how do you link the two? I saw your video for the Unity version of the editor but you never show where to assign the asset or how it actually links into the whole system.

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  • replied
    Hi Ali Akbar,

    I've noticed that the data in the Doors list of GridDungeonQuery are not being serialized correctly. AdjacentTiles, AdjacentCells and bEnabled are not UPROPERTY of the FCellDoor struct. When you hit play, those values are always 0.

    Regards,

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