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  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    Originally posted by JBernhelm View Post
    Wow - that looks AWESOME! And what a great setting to use DA.
    Indeed. Looks very promising.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

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  • replied
    Hey Guys,

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

    Leave a comment:


  • replied
    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:

    Click image for larger version

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    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.

    Leave a comment:


  • replied
    Originally posted by TheCouch View Post
    It may also have been because of an unconnected return node. The error caused the return node to become disconnected.
    Whelp, nope, that's not it either. Still happening somewhat randomly. Seems to happen more frequently the longer I have URE open. Or something.

    Leave a comment:


  • replied
    Originally posted by TheCouch View Post
    May have figured this out. I just went through all of my Grid Dungeon Selector Logics and found one with an error (apparently it was an old one that I wasn't using anymore). Deleted it and it started working again. So if there's an error in a selector trying to choose a selector will lock up URE. Not sure if there's anything you can do about that.
    It may also have been because of an unconnected return node. The error caused the return node to become disconnected.

    Leave a comment:


  • replied
    Originally posted by TheCouch View Post
    Yes, this is still happening even with 4.16.2. I've now waited 30 minutes. I'm surprised no one else is seeing this, it's very consistent.
    May have figured this out. I just went through all of my Grid Dungeon Selector Logics and found one with an error (apparently it was an old one that I wasn't using anymore). Deleted it and it started working again. So if there's an error in a selector trying to choose a selector will lock up URE. Not sure if there's anything you can do about that.

    Leave a comment:


  • replied
    Yes, this is still happening even with 4.16.2. I've now waited 30 minutes. I'm surprised no one else is seeing this, it's very consistent.

    Leave a comment:


  • replied
    My office building demo looks nothing like the vid. its just the floor, no elevators

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  • replied
    Originally posted by Ali Akbar View Post
    Added a new grid query function to fetch the adjacent cells from a given cell
    I appreciate that!

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  • replied
    Added wall separators to the floorplan builder



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  • replied
    Added a new grid query function to fetch the adjacent cells from a given cell

    Leave a comment:

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