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  • replied
    Hello Ali,

    Following my previous post on that matter, i can confirm there is a problem with the Z component on painted cells.
    Here's another try with props: on the right procedural cells (props are correctly placed on the ground), and on the left painted cells (props are flying in the air):

    Click image for larger version

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    Regards
    Cedric

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  • replied
    I'm sure it is, he updated it last month.

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  • replied
    Hello here !

    Does anyone knows if this plugin is still maintained by its creator ?

    Thanks !

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  • replied
    Hello !

    I have a look in the documentation but could not find the answer.

    In snap mode builder, when you see making premade rooms, is there any ways to say for example that a specific room has like 10% chance of spawning?
    Or do all the room modules has an equal chance of doing so?


    Also, can you bake lighting in the room modules ?

    Thanks !
    Last edited by Craze; 05-18-2020, 09:38 AM.

    Leave a comment:


  • replied
    I wonder if this is the Dungeon Artitech they talked about in the article... If so, grats! https://massivelyop.com/2020/05/04/c...rchitect-tool/

    teak

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  • replied
    Originally posted by Wallenstein View Post
    Maybe if you do nothing but work with this project as a level designer you get into the details eventually but ... So in short: A detailed explanation of all the functionality that can be used in BPs is necessary

    Originally posted by Ali Akbar View Post
    There's new documentation for DA; https://docs.dungeonarchitect.com/ue4

    New Video Tutorial Series [WIP]: https://www.youtube.com/watch?v=ZLIY...nW7D4sZVxYampp
    Thanks, very helpful, the new Grid Flow Theme is sick!

    Leave a comment:


  • replied
    Looks really good, amazing . . . <3

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  • replied
    Hello, Ali!
    Any chance to restrict level repetition in SnapMap Builder? I want to build every room in dataset only once, but it seems that some of the rooms are built 2 or more times.

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  • replied
    Hello, Ali!
    There's a bug that sometimes SnapMap doesn't insert doors between levels.
    Attached Files

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  • replied
    Hello Ali,

    I hope you're well and congrats for all those recent evolution with DA, as amazing as always !

    I have two different little problems. Nothing critical, but if you find some time to have a look it would help.

    1/ room corner emitter + painted cells ?
    There seems to be some sort of interference between the painted cells and the room corner emitter.

    On this scene, the room on the right is a proceduraly generated one, while the one on the left (in blue) is a manually painted one.

    Click image for larger version

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    All the towers are emitted by the same room corner emitter, but as you can see here, the towers on the left are spawned underground:

    Click image for larger version

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    Any idea of what could be going on ?

    2/ Dungeon relocation ?
    I'm trying to relocate the dungeon with SetActorLocation but it snaps at locations that look like the size of the grid cell.
    So for example if my grid size is 400x400x200, i can only relocate with a precision of 4x4x2 meters.
    The dungeon stays in place when z is between 0 and 199, and it jumps 2 m when z = 200.
    I saw there's a variable named BuildPriorityLocation but redefining it before rebuilding the dungeon didn't have any visible effect.

    I need to relocate the dungeon precisely so i can blend it nicely in a landscape.
    Any idea of how i can do it ?

    Thanks and regards
    Cedric

    Leave a comment:


  • replied
    Originally posted by chricken View Post
    Hello Ali,
    thank you for the great plugin. It is the most powerful dungeon creation tool in the market and works amazing.
    Except for some few things.

    In my case I am having trouble getting the spacial constraint to work.
    I am using the gridFlowBuilder and wanted to smooth corners.
    In the screenshot you see my settings and the result - none.
    When the checkbox use spatial constraint is unchecked, the model is visible.
    No matter, what combination of ignore/occupied/empty I used, it shows no effect.

    Kind regards
    Christian

    Click image for larger version

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    make spatial constrait. you have to have
    occupied occupied ?
    occupied X free
    ? free free

    Leave a comment:


  • replied
    Hello Ali,
    thank you for the great plugin. It is the most powerful dungeon creation tool in the market and works amazing.
    Except for some few things.

    In my case I am having trouble getting the spacial constraint to work.
    I am using the gridFlowBuilder and wanted to smooth corners.
    In the screenshot you see my settings and the result - none.
    When the checkbox use spatial constraint is unchecked, the model is visible.
    No matter, what combination of ignore/occupied/empty I used, it shows no effect.

    Kind regards
    Christian

    Click image for larger version

Name:	runde_ecken.jpg
Views:	523
Size:	193.2 KB
ID:	1742828

    Leave a comment:


  • replied
    Originally posted by Ali Akbar View Post

    By reseed, do you mean randomize? The mesh gets reused when building the dungeon, its an optimization thing. So, it might get shifted around
    That makes sense how you do it... Thanks.

    teak

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  • replied
    Posted a new update:

    Version 2.18.0
    • New: Negation Volume support in SnapMap builder. This allows you to build your dungeons constrained inside a certain area, or avoid building it at certain areas
    • New: Launch Pad Sample - Multiplayer enabled SnapMap dungeons
    • New: Launch Pad Sample - Build SnapMap dungeons constrainted inside a certain area (using Negation Volumes with Reverse flag)
    • New: Launch Pad Sample - Build SnapMap dungeons while avoiding certain area (using Negation Volumes)
    • Fix: Fixed a crash issue when dungeons were built at runtime with landscape modifiers

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  • replied
    Originally posted by teak421 View Post
    Hi Ali...

    When I am in the D_Candy_v2 theme I go to DOOR static mesh and click on TAGS under MESH DETAILS. When I put a tag in and click save and then reseed the dungeon that tag is not listed on the door (from the world outliner StaticMeshActorXXXX details). Am I doing something wrong? Thanks.

    UPDATE: I destroyed the dungeon and recreated and the TAGS are there correctly. Reseeding didn't do the trick.

    teak
    By reseed, do you mean randomize? The mesh gets reused when building the dungeon, its an optimization thing. So, it might get shifted around

    Leave a comment:

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