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    #61
    @Winterstone, @Staruwos2 @SethPDA Thanks!

    @Winterstone it should be possible with the paint tool. You can draw your dungeon with the paint tool inside the cave. I'll post a video when I get time
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      #62
      Free Assets!
      I've created a bunch of Sci-Fi models that would be bundled for free along with the plugin. You can use them in your commercial games. I've created the meshes in blender and reused the textures / materials from the ShooterGame demo. Check out the video





      This level was generated procedurally









      Asynchronous Dungeon Building
      • The layout generation now happens in a separate thread. This avoids lag in the Editor UI while painting the dungeon on larger maps.
      • When the layout generation is done in a separate thread, the meshes are spawned in the level. Since meshes have to be spawned in the main game thread, use object pooling to avoid unnecessary creation / destruction of meshes while rebuilding



      Paint Editor Mode
      • Dungeon Paint Brush size can now be set. Use a larger brush size to quickly cover large areas
      • Added floor index to paint in differnt heights
      • Implemented the rectangle tool to draw large rectangular regions quickly



      Blueprint based node selection rules
      • Improvied the node selection rule system


      Graph Editor Preview Toolbar
      • Created a tool menu to adjust the properties of various preview objects
      • Dungeon Layout debug data can be now be viewed in the preview window. This is useful for aligning the meshes correctly (if their mesh offsets are incorrect)

      Last edited by Ali Akbar; 05-18-2015, 06:56 PM.
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        #63
        This looks really good. Can't wait for it to hit the market place.

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          #64
          Ali I hope you wont make it too expensive, but whatever you charge it will be so worth it

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            #65
            Absolutely amazing, this may actually be my first purchase on the Marketplace if not too expensive. I have a question though, does this support circular rooms as well, or just rectangular? If not, do you plan to add that as a later feature?

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              #66
              Hey Ali - So I am just chiming in on this thread to ask a question.

              I saw something on twitter today - http://gfycat.com/WiltedKaleidoscopicChimpanzee Is this the next step of the dungeon generator?

              If so I am really looking forward to it.

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                #67
                @Ali Akbar

                Once you go to the Marketplace, will you be providing the source code for your plugin, so that it could be compiled for other platforms (Linux ) or modified by users as they see fit?
                Linux Support page (Wiki): https://wiki.unrealengine.com/Linux_Support
                Linux Demos page (Wiki): https://wiki.unrealengine.com/Linux_Demos
                My Unreal Engine 4 Linux repo: https://github.com/3dluvr/UnrealEngine/

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                  #68
                  Hey guys, sorry for the lack of response. I was away from home for a week

                  @Dregen, @Darkkitten Thanks

                  @Amsirahc As of now it supports grid based maps. However, the plugin is designed so that the layout generation phase is decoupled from the mesh generation phase (through markers). So I can swap out the layout generator with another generator (e.g. cellular automata for something more organic like caves). However I make no promises

                  @HeadClot That looks very interesting! No, that's another system and not running in DA

                  @amigo You will have access to the complete C++ source code for the plugin from the marketplace. You can modify it, enhance it and keep the changes. You can also use it as a learning reference to create your own editor based plugins

                  I'll also soon create wiki articles / tutorials to share what I have learnt building C++ based editor plugins

                  I'm working on creating the documentation for DA and I'll submit to marketplace soon.

                  However, the marketplace doesn't yet support C++ based assets till 4.8 hits

                  I've sent them a mail a while back and still waiting for their reply. I'll bug them again
                  Last edited by Ali Akbar; 05-31-2015, 03:02 AM.
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                    #69
                    Created a User Guide
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                      #70
                      Awesome,
                      i will insta-dive into it

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                        #71
                        Amazing. I'll just throw my work in the bin and wait for this to be released. Great work sir.

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                          #72
                          So now that the Marketplace is accepting code plugins, when can we expect DA to be released?

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                            #73
                            A way to dinamicly place cubemaps would be nice.

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                              #74
                              Dude superb. Great to see someone from my country creating some awesome stuffs


                              By the way , if you can create a detailed tutorial of how you extended the editor , it would be great lessons, and i am sure many will find it useful, given that plugins are accepted now in the marketplace.

                              I am mainly interested in knowing your ways of creating custom dataassenodes and adding functionality to it , and create your own detailed customization slate and extending the Mode panel , and creating the paint tool. This will greatly help me come out of the limitations of editable properties of Actor classes.
                              Last edited by sameek4; 06-18-2015, 04:44 AM.
                              DayNight Cycle - https://www.unrealengine.com/marketplace/daynight-cycle
                              Jigsaw Puzzle Template - https://www.unrealengine.com/marketp...uzzle-template
                              Post Process Blendables Volume 1 - https://www.unrealengine.com/marketp...ndables-volume
                              MSSQL Integration for UE4 - https://www.unrealengine.com/marketp...ql-integration
                              Radar System with Minimap - https://www.unrealengine.com/marketp...m-with-minimap

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                                #75
                                Thanks guys! Sorry for the delayed response

                                @KoldKam Thanks for your interest. It'll be released soon. I've upgraded to 4.8 by fixing the breaking changes and deprecation warnings and been testing it.

                                @diegor Could you elaborate? Do you mean reflection sphere map? You could do that by emitting an actor node (and spawn any type of actor in the generated map)

                                @sameek4 Thanks! I'll create the tutorials soon. In the mean time, you could have a look at the opensource Haste plugin (signature) for a custom Editor mode panel customization. BTW, nice work with the Building Generator
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