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    right that would give you variables that you could change but does it not just run with the setting you have put in it in the editor. I shouldn't have to set them again? I mean the only thing I would ever want to change would be the seed. But unless I pass it one it should go with the value in the editor should it not?
    James Brad Barnette
    Senior Creative Artist
    3Dmotif LLC

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      This plugin looks awesome. Followed the development on the Unity side for a while, but now making an Unreal project where this could be amazing!

      Question: How might you go about using this to generate 3d platformer levels - eg "wall-less" platforms floating in air that aren't connected always by hallways and need to be spaced according to the player's possible jump distance.

      Would I make invisible / collision-less hallway tiles and walls? Basically it'd be like a dungeon but with only the rooms, which are mainly floors + set dressing?

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        that shouldn't be an issue I wouldn't think.
        James Brad Barnette
        Senior Creative Artist
        3Dmotif LLC

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          does anyone know how to get the snap builder to run from the level blueprint on load. I tried what is above and it doesn't work.
          James Brad Barnette
          Senior Creative Artist
          3Dmotif LLC

          Comment


            Hey everyone, sorry I was away for a few days. There's a new beta version for 2.1.11 in the website

            I perform proper cleanup on the streamed levels when destroying the dungeon (or recreating them) so it shouldn't add tons of files to your version control. (However, every build creates a new unique filename in the streaming instances folder, but shouldn't be an issue as the version control would detect and tag it as a rename rather than a new file)

            Adding >50 modules is also working fine. I needed to stream them in from the game thread, rather than the UI thread


            Version 2.1.11-beta.2
            * On dungeon destroy / rebuild, unused module instances are cleaned up properly
            * Fixed a crash bug by streaming in the modules in the game thread
            Dungeon Architect | Prefabricator

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              Originally posted by Ratamorph View Post
              [MENTION=28980]Ali Akbar[/MENTION] Really nice plugin, exactly what I needed. I got 2.1.10 installed on 4.13(OSX), here are some questions:

              1. When you have 2 or more dungeon actors on a level and use the paint mode, how do I choose which dungeon I'm painting on? I noticed in the videos and docs you have a dropdown to choose where to paint, I don't have such option in my editor, just the brush size and floor index.

              2. How do I paint a room? No matter how large I paint an area it always paints corridors. Can this only be done using the platform volume? Using the platform volume method doesn't create door openings on rooms when manually paining from it, only creates door openings when procedural generated dungeon parts connect to it, If I set my number of cells to 0 and do all the creation manually I never get doors.

              3. Is it possible to use snap doors in custom made dungeon pieces and fill the gaps with procedural generation? Say I create an intro section and a boss room in Maya, can I place them in the level and use snap doors to generate a grid based dungeon that connects the two?

              4. Is there a roadmap for planned features?

              Feature request:

              Have a way to change generated marker types manually.

              Here are some sample scenarios:

              a. Generated dungeon is perfect, but some stairs are not desired, be able to remove those stairs and have the change persist when I regenerate the dungeon like it does when I manually add/remove cells. Basically change the stair marker for a ground marker in a case by case basis.

              b. Be able to expand or remove door openings on a case by case basis. Basically change a door marker for a wall marker or vice versa.

              I'm aware that I can modify the generated dungeon and remove actors and parts as a please, but when I regenerate the dungeon or manually paint anywhere those edits are lost. Say I create a dungeon graybox using basic shapes and materials much like you do in your tutorial, I edit and tweak for function, remove some stairs, make some door openings wider, etc, then I apply the template that has the final look, all my changes and edits should persist.
              You can paint for different dungeons by selecting the dungeon actor from the scene outliner while you are in the paint editor mode tab

              For the grid builder, rooms are rectangular by design and the paint tool would not enforce that constraint. So I've left that out. You can use platform volumes for rooms
              Dungeon Architect | Prefabricator

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                [MENTION=59935]A[/MENTION]li can you post an example of how to get the snap dungeon builder to build at runtime? preferably using the setting that were in the editor. I cannot get it to work.
                James Brad Barnette
                Senior Creative Artist
                3Dmotif LLC

                Comment


                  [MENTION=28980]Ali Akbar[/MENTION] Is there any way to tell the Isaac Builder to:

                  1. spawn a certain marker only once per room? (I think a selection logic would be applied, but how do I tell the engine to select only the middle cell, if my rooms are 3x3 cells?)
                  I tried also creating a new Marker Emitter live I've seen in this picture on the documentation page: http://coderespawn.github.io/dungeon...tter_eg1_1.png
                  But when I drag off the model pin, it does not return "break dungeonmodel" node. (pin color is blue, not darkblue like in your picture)

                  2. spawn a marker with 100% probability only just once per seed?

                  PS.: For the Isaac Builder, there is literally no documentation

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                    [MENTION=2631]ali[/MENTION] I'm not sure what you are testing with but I still cannot save with the dungeon built.

                    Click image for larger version

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                    So without the ability to make it build on load I'm still dead in the water.

                    Also the performance in Beta 2 seem to be VERY slow compared to the last build that actually would build.
                    James Brad Barnette
                    Senior Creative Artist
                    3Dmotif LLC

                    Comment


                      Originally posted by SethPDA View Post
                      [MENTION=28980]Ali Akbar[/MENTION] Is there any way to tell the Isaac Builder to:

                      1. spawn a certain marker only once per room? (I think a selection logic would be applied, but how do I tell the engine to select only the middle cell, if my rooms are 3x3 cells?)
                      I tried also creating a new Marker Emitter live I've seen in this picture on the documentation page: http://coderespawn.github.io/dungeon...tter_eg1_1.png
                      But when I drag off the model pin, it does not return "break dungeonmodel" node. (pin color is blue, not darkblue like in your picture)

                      2. spawn a marker with 100% probability only just once per seed?

                      PS.: For the Isaac Builder, there is literally no documentation
                      [MENTION=20636]SethPDA[/MENTION] I'm working on the Isaac builder. I'll have more in the next update
                      Dungeon Architect | Prefabricator

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                        Originally posted by James Barnette View Post
                        [MENTION=2631]ali[/MENTION] I'm not sure what you are testing with but I still cannot save with the dungeon built.

                        [ATTACH=CONFIG]112049[/ATTACH]

                        So without the ability to make it build on load I'm still dead in the water.

                        Also the performance in Beta 2 seem to be VERY slow compared to the last build that actually would build.
                        [MENTION=3956]James Barnette[/MENTION] That's strange it should not happen as there is no spawn happening at all and just level streaming and it saves correctly. Could you try in a new map starting with a few modules?

                        Also, for the performance, are subsequent builds faster? I've tried a while back on your level and most of the time was taken by UE4 loading the modules in memory (when I query the actors inside each module) which is required for creating the layout
                        Dungeon Architect | Prefabricator

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                          I started a new level added 1 end room 1 junction room and a connecting module

                          clicked build with all defaults and got a crash with something about paper 2d and an invalid path

                          Then did the exact same thing again.

                          and got:

                          Can't save D:/Dropbox/P4/Rock-N-Rogue_XBRANCH/Content/Maps/beta2.umap: Graph is linked to object(s) in external map.
                          External Object(s):
                          LVL01_RoomDoorSnap_5

                          Try to find the chain of references to that object (may take some time)?

                          It is always the snap doors

                          As for the performance. The build seems fast but the performance once everything is loaded is by far slower. checking instance helps a little I think

                          So still cant save.

                          Could you please post an example of how to make this build when the level loads so that I can try as standalone and perhaps be able to get this demo done?
                          James Brad Barnette
                          Senior Creative Artist
                          3Dmotif LLC

                          Comment


                            Originally posted by Ali Akbar View Post
                            You can paint for different dungeons by selecting the dungeon actor from the scene outliner while you are in the paint editor mode tab

                            For the grid builder, rooms are rectangular by design and the paint tool would not enforce that constraint. So I've left that out. You can use platform volumes for rooms
                            Using the platform volume method doesn't create door openings on rooms when manually paining from it, only creates door openings when procedural generated dungeon parts connect to it, If I set my number of cells to 0 and do all the creation manually I never get doors.

                            Also, any plans for having a way to change generated marker types manually? I could really use this feature because when I tweak parts of the level manually (removing/changing actor pieces) for instance to remove a problematic staircase then change the theme, move a platform volume or manually paint all my changes get overriden. All I need is to change a market type inside a cell in a case by case basis and have the system remember the change. How would you recommend I approach this scenario using the current implementation?

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                              Also Snap doors are not being closed when there is no adjoining module attached
                              James Brad Barnette
                              Senior Creative Artist
                              3Dmotif LLC

                              Comment


                                Originally posted by Ratamorph View Post
                                Using the platform volume method doesn't create door openings on rooms when manually paining from it, only creates door openings when procedural generated dungeon parts connect to it, If I set my number of cells to 0 and do all the creation manually I never get doors.

                                Also, any plans for having a way to change generated marker types manually? I could really use this feature because when I tweak parts of the level manually (removing/changing actor pieces) for instance to remove a problematic staircase then change the theme, move a platform volume or manually paint all my changes get overriden. All I need is to change a market type inside a cell in a case by case basis and have the system remember the change. How would you recommend I approach this scenario using the current implementation?
                                [MENTION=463716]Ratamorph[/MENTION] It could be done with volumes, like a marker replacement volume where you give a list of replacement values (e.g. Wall -> Door, Stair -> None). Any marker inside it would be replaced before theming is attached to it
                                Dungeon Architect | Prefabricator

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