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    Originally posted by Ali Akbar View Post
    [MENTION=553593]jwatson_0051[/MENTION]

    1) The paint tool needs more work. I've added this in my todo list and improve it in the coming weeks
    2) The update on the paint tool should fix this. In the mean time, please use marker replace volumes
    3) That is not currently possible with the Grid builder
    Okay, thanks Ali

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      Hello.

      I just tried to package my game for Win64.
      The packaging process went fine, but when I try to start my game I get this:

      UE4Editor_DungeonArchitectRuntime!SceneProviderCommand_CloneActor::ExecuteImpl() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\sceneproviders\sceneprovidercommand.cpp:180]
      UE4Editor_DungeonArchitectRuntime!FDungeonSceneProvider::RunGameThreadCommands() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\sceneproviders\dungeonsceneprovider.cpp:90]
      UE4Editor_DungeonArchitectRuntime!FDungeonBuilderTask::RunGameThreadCommands() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\dungeon.cpp:298]
      UE4Editor_DungeonArchitectRuntime!ADungeon::Tick() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\dungeon.cpp:122]

      Seems like the problem is with the dungeon architect code.
      Do I have to do something particular to make this work?

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        Any chance of updating the "Dungeon Architect Deathmatch Demo" code to UE 4.14? The Shooter Game is now on 4.14 and the project won't build or even generate the source files for a manual build after overwriting the files.

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          [MENTION=411872]dkoding[/MENTION] I'll have a look
          [MENTION=161109]graysan[/MENTION] I'll have an update soon
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            Originally posted by Peter Shoferistov View Post
            Great asset, I've bought DA a while ago for unity at the asset store and now, after moving towards to UE, it's good to see that it's available here as well!
            I remember that your tool has had built-in brushes for building levels manually, but it was a little bit limited.
            I'm working on a project with a modular level design and it's really time-consuming for me to place blocks in the old-fashioned way by dragging/duplicating/deleting them in the scene manually.
            I'm just in the beginning of my journey in this project and currently looking for a better level creating tool to use.
            So tell me my friend, is it possible to construct by hand something familiar to what you see in the attachment?
            Thanks!

            Image link: https://1drv.ms/i/s!AuyHy4WnaMnUg-EDcjgvhgxofo-q9A
            Hey Peter Shoferistov, It is not possible to do that with DA currently. I'm however working on improving the paint tool in the coming weeks
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              Originally posted by qdelpeche View Post
              [MENTION=28980]Ali Akbar[/MENTION] -- that is awesome. I can't wait for City Builder ... it is definitely going to get a lot of use in a couple of my projects
              [MENTION=22376]qdelpeche[/MENTION] Glad to hear! Looking forward to seeing what you create
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                Originally posted by Ali Akbar View Post
                [MENTION=44657]Warcabbit[/MENTION], it has to be grid based to work with modular assets. We'll need some spline support in DA to have more naturally looking roads
                Makes sense. Spline support would be necessary. Is it likely?

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                  Originally posted by Ali Akbar View Post
                  [MENTION=504934]DrinkThisPotion[/MENTION] I'll provide a sample for this soon. I coded a similar demo for unity to isolate corridors connecting between rooms
                  Great job on Zombie town. Now that you're finished with that can I get this example pretty please?

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                    is city builder already available for DA?

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                      I'd like to generate (offline) multi-story dungeon, using pre-made areas and generated areas. It needs to have baked lighting, but some areas with breakable geometry need to have stationary lights. Is it achievable (via Blueprints only, no C++) ? Are there tutorials about this kind of approach ?

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                        @Ali Akbar Any ETA for the scaling problem with spawn and the failing physics constraints on spawn using Runtime builder? Did you get my trouble asset I send on mail?

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                          I don't know if it's upcoming holidays or what, but this thread used to be more lively/responsive

                          Are there any docs with guidelines about designing modular geometry for DA ? (mostly interested in tile dimensions and general guidelines)

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                            Originally posted by DrinkThisPotion View Post
                            Great job on Zombie town. Now that you're finished with that can I get this example pretty please?
                            [MENTION=504934]DrinkThisPotion[/MENTION], it contains a lot of modified third party dependencies which I cannot share. The Industrial Hangar art asset is not modular. It didn't have the X road junction, so I've made a custom one by modifying the existing T-road junction in blender. Since this becomes derived work, I cannot redistribute the mesh. I'll check with the author. I've also modified the AIBehaviorToolkit a bit to make the NPCs walk all around the city by themselves without needing an explicit spline path as required by the asset.

                            I'll create a stand alone demo with free assets when I get time and share it
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                              Originally posted by DjGrave View Post
                              is city builder already available for DA?
                              [MENTION=37182]DjGrave[/MENTION], it will be available in the next update soon
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                                Originally posted by motorsep View Post
                                I'd like to generate (offline) multi-story dungeon, using pre-made areas and generated areas. It needs to have baked lighting, but some areas with breakable geometry need to have stationary lights. Is it achievable (via Blueprints only, no C++) ? Are there tutorials about this kind of approach ?
                                [MENTION=1680]motorsep[/MENTION] you can set the light mobility from the details panel of the light node

                                Once your dungeon is built, lightmass should bake lighting into your actors, like any other level (provided your lights and actors are also static)

                                As for using pre-made areas in the dungeon, there's no good way of doing it as of now

                                Last edited by Ali Akbar; 12-16-2016, 11:08 AM. Reason: formatting
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