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  • replied
    Submitted a new version to the marketplace for approval


    Version 2.13.1
    • Fix: Fixed unloading issues with the snap map builder's module levels. This was causing issues while saving maps and taking up memory
    • Fix: Actor replication in snap map modules were not working correctly

    This maintenance release fixes an issue where if you built your snap map dungeon in the editor a few times, some of the modules were not unloaded correctly from the editor's memory and were showing an error/warning when changing levels or saving the level file. It also fixes an issue where replicated actors placed in the snap module levels were not replicated to the clients

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  • replied
    Hey Ali, thanks for the suggestion.

    I tried packaging after disabling DA, leaving the content in, it gave me errors.

    I also tried packaging after disabling DA and removing all the dungeon architect modules (using snapmap), it does package fine (but with no gameplay maps).

    The last thing i tried was verifying 4.21 install and removing other unused plugins from the engine version. Still did not work.

    I'm going to try reinstalling the engine version and try again.

    Leave a comment:


  • replied
    Originally posted by PhoenixSpyder View Post
    Hello Ali,

    I just purchased DA yesterday and currently I'm exploring what it can do. Presently I'm using the MultistoryDungeons Asset from the Marketplace and have been able to put together some basic structures in DA but I'm wondering if there is a way to somehow register the sizes of each mesh part to DA for more complex building of dungeons. The reason I say this is that there is an incredibly huge amount of mesh's included in this asset and some of the mesh's are quite a bit larger than normal and take up more wall space length or width, height wise than others. Eg: One archway is 600 x 268 x 835 which works well with the standard wall sizes, but another Archway is 1402 x 502 x 1214 and there is no real effective way of using this larger mesh combined with the smaller mesh throughout the map as far as I can see (though it would look incredible if done proper). The larger doesn't fit properly anywhere width wise. Is this a limitation of what can be done? As I am just new to using DA, I'm not sure if what I'm asking can be done in DA. Or may I suggest the idea to be implemented if possible.

    Suggestion (if not already there):

    - for multiple wall, Arch, doorway meshes (both length, width, height) provide option to register each mesh overall size and have DA proceduraly place the sizes in the layout for more accurate use of differing size meshes (also that shouldn't be re-scaled due to proper scaling requirements for certain games)
    - or, same as above but user defined/adjusted layout process to accommodate the differing mesh sizes that would make up walls, Archway's or doorway's...etc. Eg: the ability to see/edit the layout and stretch the thickness or length of an area/wall/door/arch to accommodate a certain mesh (maybe during population of meshes) while still keeping the procedural design (and maybe have the desired mesh selected and ready to pop in as the area is stretched). Sort of like giving the artist some flexibility in creativity while still being procedural.
    - the above could also be for user defined stretching room/corridor sizes or heights for more flexibility.

    I still have so much to learn about DA but great work!!! Looking forward to using it to streamline layer building.

    Cheers!!!
    Hey PhoenixSpyder Thank you for using DA and for the suggestions. A while ago I implemented a powerful new system in the unity version of DA and didn't get around to bringing it to UE4 yet. It opens up lots of possibilities for including larger pieces with artist friendly tooling

    I'll implement it in UE4 soon

    Spatial Constraint Graph




    More info on the basics of this feature


    Leave a comment:


  • replied
    Originally posted by Jondoes View Post
    Hello Ali,

    I'm desperately trying to package a demo using Dungeon architect (from the marketplace) in 4.21.2

    I've tried several steps suggested by various forum posts (such as removing intermediate/saved folders) but nothing worked so far.

    I've also tried adding a c++ class to my project (as advised early in this thread) but that failed too.

    To be clear, it fails packaging a default third person project with Dungeon Architect enabled.

    Are there any packaging instructions i should be aware of?



    Here are logs of one packaging attempt, if they are any help.

    [ATTACH]n1622342[/ATTACH] [ATTACH]n1622343[/ATTACH]
    Jondoes I looked at the log files and they don't show any DA related errors, except for this:

    Editor terminated with exit code -1073741819. I also tried packaging with the latest version and it works fine.

    It looks like an issue with the engine installation. Could you try packaging after disabling DA and see if it works? If not, you need to verify your installation from the launcher

    Leave a comment:


  • replied
    Hello Ali,

    I just purchased DA yesterday and currently I'm exploring what it can do. Presently I'm using the MultistoryDungeons Asset from the Marketplace and have been able to put together some basic structures in DA but I'm wondering if there is a way to somehow register the sizes of each mesh part to DA for more complex building of dungeons. The reason I say this is that there is an incredibly huge amount of mesh's included in this asset and some of the mesh's are quite a bit larger than normal and take up more wall space length or width, height wise than others. Eg: One archway is 600 x 268 x 835 which works well with the standard wall sizes, but another Archway is 1402 x 502 x 1214 and there is no real effective way of using this larger mesh combined with the smaller mesh throughout the map as far as I can see (though it would look incredible if done proper). The larger doesn't fit properly anywhere width wise. Is this a limitation of what can be done? As I am just new to using DA, I'm not sure if what I'm asking can be done in DA. Or may I suggest the idea to be implemented if possible.

    Suggestion (if not already there):

    - for multiple wall, Arch, doorway meshes (both length, width, height) provide option to register each mesh overall size and have DA proceduraly place the sizes in the layout for more accurate use of differing size meshes (also that shouldn't be re-scaled due to proper scaling requirements for certain games)
    - or, same as above but user defined/adjusted layout process to accommodate the differing mesh sizes that would make up walls, Archway's or doorway's...etc. Eg: the ability to see/edit the layout and stretch the thickness or length of an area/wall/door/arch to accommodate a certain mesh (maybe during population of meshes) while still keeping the procedural design (and maybe have the desired mesh selected and ready to pop in as the area is stretched). Sort of like giving the artist some flexibility in creativity while still being procedural.
    - the above could also be for user defined stretching room/corridor sizes or heights for more flexibility.

    I still have so much to learn about DA but great work!!! Looking forward to using it to streamline layer building.

    Cheers!!!

    Leave a comment:


  • replied
    Originally posted by KeGId1517 View Post
    Hi, I don't know if anyone can help me but I am trying to emit a marker which sits in the middle of a dungeon room.

    It is example 1 in the user guide here:

    http://coderespawn.github.io/dungeon...uide_2.11.html

    On the blueprint it wants me to use "Break DungeonModel" however I cannot find this as an option. Or "Break DungeonConfig".

    Does anyone know what to do?

    If i remember correctly the content exemples contains something like what you're looking for (in the grassland exemple).

    You can find and download those here (under "Download content pack"): http://coderespawn.github.io/dungeon...ide_2.12+.html

    Hope that helps.

    Leave a comment:


  • replied
    Hi, I don't know if anyone can help me but I am trying to emit a marker which sits in the middle of a dungeon room.

    It is example 1 in the user guide here:

    http://coderespawn.github.io/dungeon...uide_2.11.html

    On the blueprint it wants me to use "Break DungeonModel" however I cannot find this as an option. Or "Break DungeonConfig".

    Does anyone know what to do?

    Leave a comment:


  • replied
    Hello Ali,

    I'm desperately trying to package a demo using Dungeon architect (from the marketplace) in 4.21.2

    I've tried several steps suggested by various forum posts (such as removing intermediate/saved folders) but nothing worked so far.

    I've also tried adding a c++ class to my project (as advised early in this thread) but that failed too.

    To be clear, it fails packaging a default third person project with Dungeon Architect enabled.

    Are there any packaging instructions i should be aware of?



    Here are logs of one packaging attempt, if they are any help.

    Cook2019.05.2017.08.21.txt Log.txt

    Leave a comment:


  • replied
    Great Tools Thanks

    I'm having a few problems getting it to work correctly. I'm hoping you might be able to point me in the right direction.

    Problem 1: No doors
    I wanted to design a very specific level so I decided to use the dungeon painter tool. Is there any way to add doors? Ideally, I would like to define the location.

    Problem 2: Can create selector logic
    I was following your video on selector logic when I got to the section about creating a room based selector logic (3:30 https://www.youtube.com/watch?v=hQFCi_Hw074&t=208s )

    It shows the creation of a blueprint by clicking in the interface. However when I attempt this in version 4.22. I does allow me to select a file, however in the video it creates a specific file. Now it wants me to select a file. I tried making a normal blueprint but it doesn't have the same override. How do I create this specific blueprint.

    Thanks for the help.

    Update: I FIgured it out no need to respond.

    Ed
    Last edited by EdBennett; 05-21-2019, 03:37 PM.

    Leave a comment:


  • replied
    I've fixed an memory bug in the snap map builder that was not allowing you to switch levels after you've generated a dungeon the visualize tab of the flow editor. It also doesn't take up memory on subsequent rebuilds and properly unloads the unused streaming levels from memory. This will be available in 2.13.1

    Leave a comment:


  • replied
    Originally posted by sonic172 View Post
    This looks amazing! Great work
    Thank you

    Leave a comment:


  • replied
    Originally posted by RennJan View Post
    Hey Ali, thanks for the response, I didn't realise my post had posted from the other account, and then there are 2 posts!! The forum said the account was not valid (the emails no longer exist) so i posted again!

    I'd like to try these rewritten features you mentioned, the last version I used was from 4.22 downloaded architect on Friday the 10th of May.
    2.13.0 is live on the marketplace and you should be able to download the update now

    Leave a comment:


  • replied
    Originally posted by Art of Nyxi View Post


    Do you have any screenshot examples of how to get this working or could you make a short tutorial please, we've been fighting with it for over a week and it would really help us out, or is this something that will be included/fixed in the next update?

    Also, with having this problem I've been exploring using the SnapDungeonBuilder, I know it's only experimental at the moment but I'm having issues with it as I can't find much documentation on how to use it properly, I have managed to get it to spawn a single blueprint room and it varies between the two different blueprints I'm testing with, but it won't generate them both attached together, I've tried using the connectors like with the SnapMapBuilder but it's not working, do you have any advice or documentation that would help me please?
    Art of Nyxi I'll have an update soon with the multiplayer fix (It requires C++ changes)

    For the snap map builder, please follow along this doc for the time being: https://coderespawn.github.io/dungeo...ser-guide-ue4/

    The new update (2.13.0) will make it easier to debug your dungeons as you build through the graph

    Leave a comment:


  • replied
    This looks amazing! Great work

    Leave a comment:


  • replied
    Hey Ali, thanks for the response, I didn't realise my post had posted from the other account, and then there are 2 posts!! The forum said the account was not valid (the emails no longer exist) so i posted again!

    I'd like to try these rewritten features you mentioned, the last version I used was from 4.22 downloaded architect on Friday the 10th of May.

    Leave a comment:

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