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    Originally posted by motorsep View Post
    Why can't you set your static meshes in the BP actor to be static and cast static shadows ? After level is generated, build lighting and it should have lightmaps.
    The whole point of using a generator is to build random levels at runtime.
    UDK and UE4 programmer and Unreal engine 4 betatester. Currently working on commercial VR games for PSVR.
    Deep knowlegde of C++ and blueprints. Open to freelance work.
    Games released, Deathwave(Steam), VRMultigames(Steam), DWVR(Steam,Oculus,PSVR):
    http://store.steampowered.com/app/463870
    http://store.steampowered.com/app/500360
    http://store.steampowered.com/app/520750

    Comment


      Originally posted by vblanco View Post
      The whole point of using a generator is to build random levels at runtime.
      Indeed, and in runtime you can't have anything baked. So, real-time lighting is the only way to lit your randomly generated dungeons. No lightmaps at all. So, I am not sure why you saying you can't bake lighting since, well, you can't have baked lighting to begin with.

      Navmesh generation is an issue, I agree.

      Comment


        Originally posted by vblanco View Post
        With the map snap system, lighting could be baked, and performance can be good. But with this system, lighting cant be baked into the modules, wich makes it useless from a VR perspective. Ue4 does not do any kind of culling on the lights other than simple frustrum cull, and that means that if i look to the center of the map, all the lights in all the modules will be calculating, completely destroying performance. If those lights cast shadows, the murdering of performance will be a serious thing, making any kind of half-big dungeon unplayable. Without the shadow casting, then light bleeds beetween modules.
        I have been struggling with this as well. Is there a workaround way you can think of to force UE to cull? Is there a type of volume or perhaps just a special mesh which would force lighting cull? This would help not just in snap builder, but in any reasonably sized DA level as well.

        Comment


          Originally posted by motorsep View Post
          Indeed, and in runtime you can't have anything baked. So, real-time lighting is the only way to lit your randomly generated dungeons. No lightmaps at all. So, I am not sure why you saying you can't bake lighting since, well, you can't have baked lighting to begin with.

          Navmesh generation is an issue, I agree.
          Because with the old snap builder he could gen lightmaps for each piece in the level for them, then they will have lightmaps when generated.

          TBH, I also need something like this but stayed away from the snap builder when it was using levels for each piece due to the overhead in building pieces in separate levels, but this has me rethinking it.
          Storyteller - An immersive VR audiobook player

          Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

          Comment


            Originally posted by DrinkThisPotion View Post
            I have been struggling with this as well. Is there a workaround way you can think of to force UE to cull? Is there a type of volume or perhaps just a special mesh which would force lighting cull? This would help not just in snap builder, but in any reasonably sized DA level as well.
            Have you tried the forward renderer? Ive seen massive speedup on the dungeons with it, becouse it will do some light culling due to the way it tiles the lights (but too many lights will be too much work on the shader).
            UDK and UE4 programmer and Unreal engine 4 betatester. Currently working on commercial VR games for PSVR.
            Deep knowlegde of C++ and blueprints. Open to freelance work.
            Games released, Deathwave(Steam), VRMultigames(Steam), DWVR(Steam,Oculus,PSVR):
            http://store.steampowered.com/app/463870
            http://store.steampowered.com/app/500360
            http://store.steampowered.com/app/520750

            Comment


              Originally posted by n00854180t View Post
              Because with the old snap builder he could gen lightmaps for each piece in the level for them, then they will have lightmaps when generated.

              TBH, I also need something like this but stayed away from the snap builder when it was using levels for each piece due to the overhead in building pieces in separate levels, but this has me rethinking it.
              Using levels as pieces is a bad idea IMO.

              Comment


                Originally posted by Ali Akbar View Post
                Blueprint based snap builder

                That is amazing Ali!!

                Comment


                  Originally posted by motorsep View Post
                  Using levels as pieces is a bad idea IMO.
                  Outside of VR I agree, but for VR the ability to bake the lightmaps and then snap the pieces together is pretty crucial to avoiding dynamic lighting while being able to generate at runtime.
                  Storyteller - An immersive VR audiobook player

                  Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                  Comment


                    Originally posted by n00854180t View Post
                    Outside of VR I agree, but for VR the ability to bake the lightmaps and then snap the pieces together is pretty crucial to avoiding dynamic lighting while being able to generate at runtime.
                    Well, to be fair, only handful of people use it for VR Also, you don't have to avoid dynamic lighting, just plan ahead and get clever with optimizing layouts. Lastly, dungeons generated offline can have baked lighting and I am 99.9% positive that generating them real-time will not make your game better. There are other ways to make pre-cooked dungeon feel like it's random. I am personally going this route - many pre-cooked dungeons. If people really want more out of the game, either tech by then will be more optimized and handle lighting well, or I can simply generate more dungeons and offer them for free for as DLC.

                    Comment


                      Originally posted by motorsep View Post
                      Lastly, dungeons generated offline can have baked lighting and I am 99.9% positive that generating them real-time will not make your game better.
                      Doesn't really matter if it makes it better when runtime random dungeon layouts is the #1 requested feature by potential players.

                      I think having a system that could support the level based snap pieces *and* the blueprint ones would be ideal.
                      Storyteller - An immersive VR audiobook player

                      Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                      Comment


                        Hi Ali,
                        Is there a way to exclude static meshes in a theme from being instanced by DA? If not, can you include a checkbox which would exclude a SM from being instanced? This would save me from replacing all SMs I don't want instanced with actors.

                        Thanks!

                        Comment


                          Originally posted by n00854180t View Post
                          Doesn't really matter if it makes it better when runtime random dungeon layouts is the #1 requested feature by potential players.
                          Well, you might have a handful of people asking about it now, but at the end of the day you will end up with finished game sooner and have a lot more paying customers who are engaged with pre-cooked dungeons. Just talking out of experience.

                          Originally posted by n00854180t View Post
                          I think having a system that could support the level based snap pieces *and* the blueprint ones would be ideal.
                          There was something about sub-level based system that didn't work (and couldn't work), which prompted Ali to move to BP-based pieces. I forgot what it was.

                          Comment


                            Originally posted by motorsep View Post
                            Well, you might have a handful of people asking about it now, but at the end of the day you will end up with finished game sooner and have a lot more paying customers who are engaged with pre-cooked dungeons. Just talking out of experience.
                            Meh, it's not a handful, it's basically *all* players interested in the game that request this. And I also agree with them: randomized layouts at runtime provides a lot more replay, even if the areas are more generic (I have plans to combat this anyway).

                            Plus, runtime generation is a major benefit of using DA in the first place.
                            Storyteller - An immersive VR audiobook player

                            Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                            Comment


                              This looks like a great tool

                              Comment


                                Great plugin, how can I group placed blueprints connected by the ground node? I want to place a trigger blueprint in the same location as another BP spawned on the ground.
                                Atoms4D - Indie VR Game atoms4d.com *site needs updating(soon)*
                                XAXISvr - A Marketplace for VR Dev's: xaxisvr.com
                                Owen Prescott - Official Concept Art & Design: owenprescott.com

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