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    Hey Ali,
    This plugin still hasn't show up in my vault and i replied on sept 18th...is there someone at unreal I can inquiry with instead of bothering you

    Thanks

    Comment


      Originally posted by BlackCrackerStudios View Post
      Hey Ali,
      This plugin still hasn't show up in my vault and i replied on sept 18th...is there someone at unreal I can inquiry with instead of bothering you

      Thanks
      Same here, I guess something wasn't correct about the information I submitted.

      Comment


        Originally posted by BlackCrackerStudios View Post
        Hey Ali,
        This plugin still hasn't show up in my vault and i replied on sept 18th...is there someone at unreal I can inquiry with instead of bothering you

        Thanks
        Same Here!!!

        Catch the Thief, If you can! - Star Game Studios

        Comment


          [MENTION=27725]BlackCrackerStudios[/MENTION], [MENTION=766]Sitrec[/MENTION] I just checked you are in the first list I sent to epic. However you both are down in the list. I should have sorted the list based on the time of registration rather than the order ID, sorry my bad

          I'll send a follow up mail to Epic asking the status
          [MENTION=153863]Peterson Oliveira[/MENTION] I don't seen your entry. Could you register again, or PM me your Epic ID and I'll add it manually before sending out the third list
          Dungeon Architect | Prefabricator

          Discord Support

          Comment


            Originally posted by Ali Akbar View Post
            [MENTION=27725]BlackCrackerStudios[/MENTION], [MENTION=766]Sitrec[/MENTION] I just checked you are in the first list I sent to epic. However you both are down in the list. I should have sorted the list based on the time of registration rather than the order ID, sorry my bad

            I'll send a follow up mail to Epic asking the status
            [MENTION=153863]Peterson Oliveira[/MENTION] I don't seen your entry. Could you register again, or PM me your Epic ID and I'll add it manually before sending out the third list
            Oh, no worries then. I'm not in a hurry, just thought that maybe I screwed up my information. Thanks man!

            Comment


              Amazing plugin!

              I've been working on my own modular room system on and off for the last year, this blows it out of the water and at such a great price!

              Keep up the great work!

              I see this plugin becoming one of the main staples of UE4 development in the future.

              Comment


                This one is awesome:

                https://trello.com/c/picR15gl

                However, last time I checked instanced static meshes were not culled per instance, but were culled per entire ISM actor. I don't know if it's true for any platform, but it's certainly the way things are on mobile.

                Maybe Hierarchically instanced meshes get culled differently.

                Comment


                  Originally posted by Ali Akbar View Post
                  It will be available in the upcoming version
                  [MENTION=28980]Ali Akbar[/MENTION], any ETA on the next version? We are starting to create our levels using the tool and could really use the fine customisation provided by the marker override volume.

                  Also, got a small feature request:

                  Can you add a floor index label to the cells when you enter manual paint mode? it would make painting on the same elevation or paining in different elevations a lot easier, is there a shortcut or trick to snap the paint cursor to the elevation of the cell bellow the cursor?
                  Last edited by Ratamorph; 10-11-2016, 10:56 PM.

                  Comment


                    Originally posted by MiDri View Post
                    Amazing plugin!

                    I've been working on my own modular room system on and off for the last year, this blows it out of the water and at such a great price!

                    Keep up the great work!

                    I see this plugin becoming one of the main staples of UE4 development in the future.
                    Thank you [MENTION=26180]MiDri[/MENTION]
                    Dungeon Architect | Prefabricator

                    Discord Support

                    Comment


                      Originally posted by motorsep View Post
                      This one is awesome:

                      https://trello.com/c/picR15gl

                      However, last time I checked instanced static meshes were not culled per instance, but were culled per entire ISM actor. I don't know if it's true for any platform, but it's certainly the way things are on mobile.

                      Maybe Hierarchically instanced meshes get culled differently.
                      [MENTION=1680]motorsep[/MENTION] you are correct. I quickly went through HISM code and it looks like it does cull and this feature would not be needed at all. DA uses HISM for instancing. I'll check further on different platforms
                      Dungeon Architect | Prefabricator

                      Discord Support

                      Comment


                        Originally posted by Ratamorph View Post
                        [MENTION=28980]Ali Akbar[/MENTION], any ETA on the next version? We are starting to create our levels using the tool and could really use the fine customisation provided by the marker override volume.

                        Also, got a small feature request:

                        Can you add a floor index label to the cells when you enter manual paint mode? it would make painting on the same elevation or paining in different elevations a lot easier, is there a shortcut or trick to snap the paint cursor to the elevation of the cell bellow the cursor?
                        I tested on mac and just sent a request to Epic to update in the marketplace.

                        I'll add the updates to the paint tool in the next update. You can follow along here
                        Dungeon Architect | Prefabricator

                        Discord Support

                        Comment


                          Hi,

                          If I was too use this for creating a space station would the created layout be able to rotate around a given point i.e. a planet? Or do you know of a way to do this?

                          Thanks

                          Comment


                            Originally posted by demonseedgfx View Post
                            Hi,

                            If I was too use this for creating a space station would the created layout be able to rotate around a given point i.e. a planet? Or do you know of a way to do this?

                            Thanks
                            Yes, I'm working on a game that has rotating space stations as well and you can do it. The easiest way to do it is to create the dungeon in an external level and load it in via level streaming so that you just rotate the streamed assets for your orbit. Orbits can get pretty complex depending on what you're doing though, as you need to keep actors synced to what they're gravitational partner is (actor in space station need to rotate at same rate as station, etc; it gets complex if you're not rotating the scene around the dungeon.
                            Last edited by MiDri; 10-12-2016, 03:52 PM.

                            Comment


                              Having a weird issue with the SnapDungeonBuilder

                              Modules, Start modules, and End Modules work fine. However; adding branch end modules results in being unable to save the current map (the one with the dungeon in it) with this error:

                              Can't save F:/Projects/Unreal/M8/Content/M8/Levels/Ships/Cortex8.umap: Graph is linked to object(s) in external map.
                              External Object(s):
                              ShipDoor001_3

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

                              I've tried deleting and readding the snapdoor to the specific levels used for the branch end modules, but it does nothing but increase the _# appended to the error message...


                              Also, would it be possible to have the negative volume work for the SnapDungeonBuilder? I'm trying to build starship interiors with this plugin and it works well, other than the fact that some times halls wrap around the bridge of a ship and put a room infront of the window... which is kinda funny... but not practical.
                              Last edited by MiDri; 10-12-2016, 06:44 PM.

                              Comment


                                Originally posted by MiDri View Post
                                Yes, I'm working on a game that has rotating space stations as well and you can do it. The easiest way to do it is to create the dungeon in an external level and load it in via level streaming so that you just rotate the streamed assets for your orbit. Orbits can get pretty complex depending on what you're doing though, as you need to keep actors synced to what they're gravitational partner is (actor in space station need to rotate at same rate as station, etc; it gets complex if you're not rotating the scene around the dungeon.
                                Sounds perfect Thanks for the input. Might have to get some details of you later.

                                Comment

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