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  • started a topic [PLUGIN] Dungeon Architect

    Dungeon Architect

    Dungeon Architect: Build vast procedural levels for your games with a single click



    Features:
    • Build vast levels procedurally with a single click with various tweakable parameter, either at design time or at runtime.
    • Manually design the layout of your levels for more artistic control with custom editor tools (Paint Brush Tool, Volumes etc) , and have the plugin automatically build the environment around it
    • Define the look and feel of your level using a powerful Graph based Theme Editor. This lets you instruct the plugin on the meshes and actors to populate around the level as it is being built (around walls, floor, doors, stairs etc)
    • Theme files are saved as separate data asset so they can be reused between projects or can be swapped with other theme files to completely change the look
    • Supports multiple themes on the same map. For e.g. Wood based architecture in one area, stone based in a nearby area. Override the theme on any part of your level using a custom volume actor
    • Supports height variations on the level to make them more interesting!
    • Full C++ source code access


    Purchase from Marketplace
    (Also available directly from my website. However I suggest getting it from them marketplace so you can install it from the launcher)


    Here are a few examples of what you can create with Dungeon Architect. These levels are generated procedurally, either at design time or runtime

    Deathmatch Demo: This demo uses Dungeon Architect to create random procedural levels when the game starts. You get a different level every time you play. It also showcases multiplayer support, where the server propagates the dungeon "seed" number to all the clients so they all build the exact same dungeon



    Frost Forge Demo: The entire level was created with a single click. The demo is available in the quick start guide


    Floorplan Demo: DA adapts to various layout strategies. The floorplan builder lets you create building interiors. There is also a lift blueprint in the demo


    Check the Quick Start guide for more samples to get you started


    Documentation

    Quick Start Guide

    User Guide

    Video Tutorials

    Roadmap

    Support

    Issue Tracker | Website | Community Spotlight
    Last edited by Ali Akbar; 05-13-2017, 05:55 AM.

  • replied
    Originally posted by KeGId1517 View Post
    Hi, I don't know if anyone can help me but I am trying to emit a marker which sits in the middle of a dungeon room.

    It is example 1 in the user guide here:

    http://coderespawn.github.io/dungeon...uide_2.11.html

    On the blueprint it wants me to use "Break DungeonModel" however I cannot find this as an option. Or "Break DungeonConfig".

    Does anyone know what to do?

    If i remember correctly the content exemples contains something like what you're looking for (in the grassland exemple).

    You can find and download those here (under "Download content pack"): http://coderespawn.github.io/dungeon...ide_2.12+.html

    Hope that helps.

    Leave a comment:


  • replied
    Hi, I don't know if anyone can help me but I am trying to emit a marker which sits in the middle of a dungeon room.

    It is example 1 in the user guide here:

    http://coderespawn.github.io/dungeon...uide_2.11.html

    On the blueprint it wants me to use "Break DungeonModel" however I cannot find this as an option. Or "Break DungeonConfig".

    Does anyone know what to do?

    Leave a comment:


  • replied
    Hello Ali,

    I'm desperately trying to package a demo using Dungeon architect (from the marketplace) in 4.21.2

    I've tried several steps suggested by various forum posts (such as removing intermediate/saved folders) but nothing worked so far.

    I've also tried adding a c++ class to my project (as advised early in this thread) but that failed too.

    To be clear, it fails packaging a default third person project with Dungeon Architect enabled.

    Are there any packaging instructions i should be aware of?



    Here are logs of one packaging attempt, if they are any help.

    Cook2019.05.2017.08.21.txt Log.txt

    Leave a comment:


  • replied
    Great Tools Thanks

    I'm having a few problems getting it to work correctly. I'm hoping you might be able to point me in the right direction.

    Problem 1: No doors
    I wanted to design a very specific level so I decided to use the dungeon painter tool. Is there any way to add doors? Ideally, I would like to define the location.

    Problem 2: Can create selector logic
    I was following your video on selector logic when I got to the section about creating a room based selector logic (3:30 https://www.youtube.com/watch?v=hQFCi_Hw074&t=208s )

    It shows the creation of a blueprint by clicking in the interface. However when I attempt this in version 4.22. I does allow me to select a file, however in the video it creates a specific file. Now it wants me to select a file. I tried making a normal blueprint but it doesn't have the same override. How do I create this specific blueprint.

    Thanks for the help.

    Update: I FIgured it out no need to respond.

    Ed
    Last edited by KeGId1517; 05-21-2019, 03:37 PM.

    Leave a comment:


  • replied
    I've fixed an memory bug in the snap map builder that was not allowing you to switch levels after you've generated a dungeon the visualize tab of the flow editor. It also doesn't take up memory on subsequent rebuilds and properly unloads the unused streaming levels from memory. This will be available in 2.13.1

    Leave a comment:


  • replied
    Originally posted by sonic172 View Post
    This looks amazing! Great work
    Thank you

    Leave a comment:


  • replied
    Originally posted by RennJan View Post
    Hey Ali, thanks for the response, I didn't realise my post had posted from the other account, and then there are 2 posts!! The forum said the account was not valid (the emails no longer exist) so i posted again!

    I'd like to try these rewritten features you mentioned, the last version I used was from 4.22 downloaded architect on Friday the 10th of May.
    2.13.0 is live on the marketplace and you should be able to download the update now

    Leave a comment:


  • replied
    Originally posted by Art of Nyxi View Post


    Do you have any screenshot examples of how to get this working or could you make a short tutorial please, we've been fighting with it for over a week and it would really help us out, or is this something that will be included/fixed in the next update?

    Also, with having this problem I've been exploring using the SnapDungeonBuilder, I know it's only experimental at the moment but I'm having issues with it as I can't find much documentation on how to use it properly, I have managed to get it to spawn a single blueprint room and it varies between the two different blueprints I'm testing with, but it won't generate them both attached together, I've tried using the connectors like with the SnapMapBuilder but it's not working, do you have any advice or documentation that would help me please?
    Art of Nyxi I'll have an update soon with the multiplayer fix (It requires C++ changes)

    For the snap map builder, please follow along this doc for the time being: https://coderespawn.github.io/dungeo...ser-guide-ue4/

    The new update (2.13.0) will make it easier to debug your dungeons as you build through the graph

    Leave a comment:


  • replied
    This looks amazing! Great work

    Leave a comment:


  • replied
    Hey Ali, thanks for the response, I didn't realise my post had posted from the other account, and then there are 2 posts!! The forum said the account was not valid (the emails no longer exist) so i posted again!

    I'd like to try these rewritten features you mentioned, the last version I used was from 4.22 downloaded architect on Friday the 10th of May.

    Leave a comment:


  • replied
    Originally posted by Ali Akbar View Post




    Thank you! I'm happy you like it. I've rewritten the level streaming code with the following new changes to make it work in multiplayer:

    Client: Works as before and streams in the rooms that are close to the local player(s)
    Server: It now takes into account all the controllers (Players and NPCs) and streams the modules near them based on the depth parameter

    This way the server has the levels streamed in for all the relevant players so it could properly run the physics for everyone (hence not make the player fall off the rooms if they wander too far away from each other) and the clients only stream in the rooms they are in (for local physics interp). It works with dedicated servers, listen servers and local split screen

    I have this working with the ShooterGame demo. I'm also working on a demo game with all the new assets we've got over the past few months

    Do you have any screenshot examples of how to get this working or could you make a short tutorial please, we've been fighting with it for over a week and it would really help us out, or is this something that will be included/fixed in the next update?

    Also, with having this problem I've been exploring using the SnapDungeonBuilder, I know it's only experimental at the moment but I'm having issues with it as I can't find much documentation on how to use it properly, I have managed to get it to spawn a single blueprint room and it varies between the two different blueprints I'm testing with, but it won't generate them both attached together, I've tried using the connectors like with the SnapMapBuilder but it's not working, do you have any advice or documentation that would help me please?

    Leave a comment:


  • replied
    Originally posted by TinyLeviathan View Post
    Hello, I have an issue with the SnapMapDungeonBuilder Class in a replicated environment

    The client who joins gets automatically kicked from the server when loading up/ instancing a level via the "Build Dungeon" function.

    The logs show "ServerUpdateLevelVisibility()" at the point of net closure for the client. After reading the wiki page its related to networked actors in streaming levels.

    I had two questions, what does the "Replicate Dungeon" checkbox do? And is there a known/possible workaround for the issue above?

    Thanks for an amazing plugin Ali, its been great to work with so far 
    Originally posted by RennJan View Post
    Hello, I have an issue with the SnapMapDungeonBuilder Class in a replicated environment.

    When a Client joins a server they get automatically kicked from the server when loading up/ instancing a level via the "Build Dungeon" function.

    The logs show "ServerUpdateLevelVisibility()" as the last function call before net closure. The wiki says its related to actors in streamed level over the network, which in this scenario, the levels themselves don't appear to be network streamed (if thats a thing), in my setup, the server generate a dungeon from a seed, which is replicated, clients build this dungeon OnRep_Seed.

    I had two questions, what does the "Replicate Dungeon" checkbox do? and is there a known/possible workaround for the issue mentioned above?

    Thanks for an amazing plugin Ali, its been great to work with so far 

    Thank you! I'm happy you like it. I've rewritten the level streaming code with the following new changes to make it work in multiplayer:

    Client: Works as before and streams in the rooms that are close to the local player(s)
    Server: It now takes into account all the controllers (Players and NPCs) and streams the modules near them based on the depth parameter

    This way the server has the levels streamed in for all the relevant players so it could properly run the physics for everyone (hence not make the player fall off the rooms if they wander too far away from each other) and the clients only stream in the rooms they are in (for local physics interp). It works with dedicated servers, listen servers and local split screen

    I have this working with the ShooterGame demo. I'm also working on a demo game with all the new assets we've got over the past few months
    Last edited by Ali Akbar; 05-13-2019, 07:45 AM.

    Leave a comment:


  • replied
    Originally posted by Prospile View Post
    I encountered the following problem using DA in 4.22. I tried to create a new Grid Builder by pressing the + sign next to the Grid Builder property on a dungeon I created. It asked me for the name and where to save the file to. Then when it tried to create it, UE crashed and gave me this error.

    Unhandled exception

    UE4Editor_DungeonArchitectRuntime!ADungeon::CreateBuilderInstance() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\dungeon.cpp:276]
    UE4Editor_DungeonArchitectRuntime!ADungeon::PostEditChangeProperty() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\dungeon.cpp:189]

    I was able to create a Custom Grid Builder by creating a new Blueprint and selecting Custom Grid Builder however so it's not a big deal. Just giving you a heads up.
    Prospile Thank you for the update, I'll have a look
    ​​​​​​​

    Leave a comment:


  • replied
    I encountered the following problem using DA in 4.22. I tried to create a new Grid Builder by pressing the + sign next to the Grid Builder property on a dungeon I created. It asked me for the name and where to save the file to. Then when it tried to create it, UE crashed and gave me this error.

    Unhandled exception

    UE4Editor_DungeonArchitectRuntime!ADungeon::CreateBuilderInstance() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\dungeon.cpp:276]
    UE4Editor_DungeonArchitectRuntime!ADungeon::PostEditChangeProperty() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\dungeonarchitect\source\dungeonarchitectruntime\private\core\dungeon.cpp:189]

    I was able to create a Custom Grid Builder by creating a new Blueprint and selecting Custom Grid Builder however so it's not a big deal. Just giving you a heads up.

    Leave a comment:

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