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    Originally posted by Ali Akbar View Post
    As for using pre-made areas in the dungeon, there's no good way of doing it as of now
    This is kinda critical functionality which would allow breaking up monotony of generated world. Any near-future plans for implementing such functionality ?

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      Originally posted by motorsep View Post
      This is kinda critical functionality which would allow breaking up monotony of generated world. Any near-future plans for implementing such functionality ?
      [MENTION=1680]motorsep[/MENTION], how are your pre-made layouts represented? (as blueprints?)
      Dungeon Architect | Prefabricator

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        Originally posted by Ali Akbar View Post
        [MENTION=1680]motorsep[/MENTION], how are your pre-made layouts represented? (as blueprints?)
        However it needs to be done. I imagine I would build a piece manually in the Editor, then convert it into BP actor (unless that's not possible in UE4 currently). I am sure I could build it as BP actor to begin with. It's just not designed to be worked with like that IMO.

        The custom set piece will be on the grid, as if it was generated by DA (2 x 4 let's say) with connecting junctions also placed on the grid (so a door or a hallway entrance, for example, would be located where they would have been if DA would generate it; not offset or anything like that). However inside of that 2 x 4 set piece nothing would be on the grid. I should probably make a sketch explaining it.

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          Originally posted by dkoding View Post
          @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?
          [MENTION=411872]dkoding[/MENTION] I've found the root cause of the scaling issue. However it requires a lot of testing, I'll get it done over the weekend. I'll have a look at your physics crash issue tomorrow
          Dungeon Architect | Prefabricator

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            Originally posted by motorsep View Post
            However it needs to be done. I imagine I would build a piece manually in the Editor, then convert it into BP actor (unless that's not possible in UE4 currently). I am sure I could build it as BP actor to begin with. It's just not designed to be worked with like that IMO.

            The custom set piece will be on the grid, as if it was generated by DA (2 x 4 let's say) with connecting junctions also placed on the grid (so a door or a hallway entrance, for example, would be located where they would have been if DA would generate it; not offset or anything like that). However inside of that 2 x 4 set piece nothing would be on the grid. I should probably make a sketch explaining it.
            This is a much requested feature. I'll explore ways to add this in the grid builder over the weekend
            Dungeon Architect | Prefabricator

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              Originally posted by Ali Akbar View Post
              This is a much requested feature. I'll explore ways to add this in the grid builder over the weekend
              What about Snap builder ? (since I am working with multi-story/floor dungeon)

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                Originally posted by motorsep View Post
                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)
                [MENTION=1680]motorsep[/MENTION], The usual modular art guidelines apply and DA would adapt to it. The pivot and grid size can be adjusted from within the theme editor. Having your wall pillars not baked into the wall meshes would help as they can be added separately from the theme editor
                Dungeon Architect | Prefabricator

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                  Originally posted by Ali Akbar View Post
                  [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
                  Sorry, I meant the long corridor selector / emitter example.

                  Comment


                    Originally posted by DrinkThisPotion View Post
                    Does anyone have an emitter which detects a very long corridor with a lot of space? If not, anybody have ideas on how to accomplish?
                    [MENTION=504934]DrinkThisPotion[/MENTION] I'll have that by tomorrow. In the mean time, I'll need more info. How would you like to have the result? What do you intend to do with the resulting corridor?
                    Dungeon Architect | Prefabricator

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                      Originally posted by Ali Akbar View Post
                      [MENTION=504934]DrinkThisPotion[/MENTION] I'll have that by tomorrow. In the mean time, I'll need more info. How would you like to have the result? What do you intend to do with the resulting corridor?
                      I would like to theme override the corridor and corridor padding between rooms, so I can create different themes for different corridors rather than just one section of a corridor.

                      --
                      Separately for another design, I need to find a way in rooms to emit a marker paths between each door so I can build bridges between doors and not have a floor. Currently I couldn't figure out a way to do this.

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                        Hi [MENTION=28980]Ali Akbar[/MENTION], I'm having an issue with the point light node, it places the lights as it should but when I try to bake lighting for the dungeon I get the following error:

                        MapCheck:Warning: Warning PointLight_257 'PointLight_257' has same light GUID as 'PointLight_140' (Duplicate and replace the orig with the new one)

                        I get this for every single light in the scene which seems like it's preventing the proper bake of lighting coming from these lights.

                        Comment


                          Originally posted by Ratamorph View Post
                          Hi [MENTION=28980]Ali Akbar[/MENTION], I'm having an issue with the point light node, it places the lights as it should but when I try to bake lighting for the dungeon I get the following error:

                          MapCheck:Warning: Warning PointLight_257 'PointLight_257' has same light GUID as 'PointLight_140' (Duplicate and replace the orig with the new one)

                          I get this for every single light in the scene which seems like it's preventing the proper bake of lighting coming from these lights.
                          [MENTION=463716]Ratamorph[/MENTION] Thanks for the bug report. I've fixed the issue and it will be available in the next update
                          Dungeon Architect | Prefabricator

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                            Clustered Theming

                            Automatically apply different themes to various parts of your dungeon using the new clustered theming feature

                            It groups all connected corridors together into clusters. The room and corridor clusters are then applied different themes automatically without having to deal with volumes

                            This will help in adding variation to your level. The following level uses 3 different themes



                            I'll create a more beautiful example with the Hell Forge demo


                            You do this by enabling clustered theming from the configuration


                            Then assign the themes you'd like to add on various clusters.




                            Here is how the clusters are created (debug data, each color is a cluster)



                            Height variations will also be taking into consideration as long as it is able to reach it (though a stair). It can also be turned of (notice lower right corridor)




                            The system is generic enough to allow different builders to also use this feature. For now, only the grid builder uses it


                            [MENTION=504934]DrinkThisPotion[/MENTION] [MENTION=26626]arvinmoses[/MENTION] [MENTION=121838]Laurentius[/MENTION]
                            Dungeon Architect | Prefabricator

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                              Hi Ali Akbar, I really appreciate the viral and horde-forming mechanics in Zombie City. In my opinion, one of the most effect uses for Zombies, I wish more Zombie games would take advantage of the Viral mechanic.

                              City Builder is looking really nice. Atter viewing the Zombie City, I can definitely imagine putting City Builder to use in developing a Alien Invasion Survival/Crafting Game concept I've been stewing over. Keep up the awesome work!
                              HeadlessStudios.com is now part of TheGameDevStore.com

                              Comment


                                Originally posted by Ali Akbar View Post
                                Clustered Theming

                                Automatically apply different themes to various parts of your dungeon using the new clustered theming feature

                                The system is generic enough to allow different builders to also use this feature. For now, only the grid builder uses it


                                [MENTION=504934]DrinkThisPotion[/MENTION] [MENTION=26626]arvinmoses[/MENTION] [MENTION=121838]Laurentius[/MENTION]
                                Thanks, Looks good! I am still on DA 2.2.0 since some of the bugs mentioned in later updates worried me and I have built a lot around the query feature. The clustering feature removing the need for volumes would be nice, making it less level dependent for a runtime project and giving the ability to override whole corridors, which is exactly what has been a struggle

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