Announcement

Collapse
No announcement yet.

Dungeon Architect

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • 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 MaksimsŽigunovs View Post
    Hi! I paid for this product, but it is NOT in my bought product list!!!! Please, make it available!!!
    Please send a mail (ali.akbar@coderespawn.com) with your order id and I'll ask epic to have a look

    Leave a comment:


  • replied
    Originally posted by Levitikon217 View Post
    So I'm struggling with some of the basic stuff here and could use a hand. I can't seem to get my walls to align properly. I'm using the basic ue4 starter content Ground: Floor_400x400, Wall: Wall_400x400, and Fence: Wall_400x200 (all using default transform) and it turns out looking like below.

    I've been watching the Basics tutorial from 2015 and things seem to be a little different now. The fellow in the video was adjusting location offsets to get mesh alignment. Now adjusting the offsets works for the north/south walls, but then trying to align the east/west walls will mess up the north/south walls. It's like offset location doesn't take into consideration relative rotation here.

    Any ideas on how to align these walls?
    This usually happens when you gound tiles are not aligned properly. Please align them first by enabling debug draw. Then the walls/fence will align properly. More info here: https://coderespawn.github.io/dungeo...tml#debug-draw

    Leave a comment:


  • replied
    Originally posted by Levitikon217 View Post
    So I'm struggling with some of the basic stuff here and could use a hand. I can't seem to get my walls to align properly. I'm using the basic ue4 starter content Ground: Floor_400x400, Wall: Wall_400x400, and Fence: Wall_400x200 (all using default transform) and it turns out looking like below.

    I've been watching the Basics tutorial from 2015 and things seem to be a little different now. The fellow in the video was adjusting location offsets to get mesh alignment. Now adjusting the offsets works for the north/south walls, but then trying to align the east/west walls will mess up the north/south walls. It's like offset location doesn't take into consideration relative rotation here.

    Any ideas on how to align these walls?
    make your grid smaller

    Leave a comment:


  • replied
    Hi! I paid for this product, but it is NOT in my bought product list!!!! Please, make it available!!!

    Leave a comment:


  • replied
    So I'm struggling with some of the basic stuff here and could use a hand. I can't seem to get my walls to align properly. I'm using the basic ue4 starter content Ground: Floor_400x400, Wall: Wall_400x400, and Fence: Wall_400x200 (all using default transform) and it turns out looking like below.

    I've been watching the Basics tutorial from 2015 and things seem to be a little different now. The fellow in the video was adjusting location offsets to get mesh alignment. Now adjusting the offsets works for the north/south walls, but then trying to align the east/west walls will mess up the north/south walls. It's like offset location doesn't take into consideration relative rotation here.

    Any ideas on how to align these walls?

    Leave a comment:


  • replied
    Feddark Did you set cel number to 0?

    Leave a comment:


  • replied
    Hi! Is there a way to control generation more exactly? for example If I have my map sketch-plan and wanna use the Draw dungeon tool to build the same map I sketched. The problem that the builder generates other corridors which I don't want to have.
    I played with grid dungeon config but haven't got my goal.

    Leave a comment:


  • replied
    Hello sir/madam,Click image for larger version

Name:	Untitled.jpg
Views:	1
Size:	349.3 KB
ID:	1638657
    i saw your complete tutorial i tried to create selection logic and transform logic i am unable to create it the problem is when pressing plus sign near selection logic i am unable to open blueprint editor same problem with transform logic which shown in the image in red maker and please help me how to create custom emitter

    Leave a comment:


  • replied
    So I followed this https://coderespawn.github.io/dungeo...ue4/index.html to the the letter and some but my Dungeon isn't building with my own meshes or "proto meshes"

    What am i missing here?

    When building i get a folder Dungeon items that is like this https://imgur.com/8Gj0dSU
    Last edited by Notads99; 07-02-2019, 05:16 PM. Reason: More info

    Leave a comment:


  • replied
    Originally posted by Methosborgoff View Post

    Check out the demo cave map Ali used the fire land assets on. He uses rocks in the empty spots to make the cave. You can see the empty space rule there. Replace rocks for what you like.
    hey thanks for the hand downloaded the files now and will check that out, i just checked my version number and it's 2.10 not 2.12. What am i missing here? Do i need to uninstall and install the plugin? The unreal vault isn't showing any updates :/ EDIT Got it installed to 2.13.1 by restarting the epic games window ^-^

    Side note: anyone else think a Reddit sub for this plug in would be much better for everyone? I'm willing to set one up.
    Last edited by Notads99; 06-30-2019, 02:40 PM.

    Leave a comment:


  • replied
    Originally posted by Notads99 View Post
    also wondering if i can fill the blank spots in the dungeon grid.
    Check out the demo cave map Ali used the fire land assets on. He uses rocks in the empty spots to make the cave. You can see the empty space rule there. Replace rocks for what you like.
    Last edited by Methosborgoff; 06-30-2019, 10:09 AM. Reason: Awesone auto correct

    Leave a comment:


  • replied
    So i wanted to try the new snap map dungeon builder but by the second step "snap map dungeon module" isnt showing when creating new. I'm all up to date with the unreal store downloads and engine. What am i missing here?

    PS cool tech, any chance of getting that infinite map like in unity?

    EDIT: also wondering if i can fill the blank spots in the dungeon grid.
    Last edited by Notads99; 06-25-2019, 12:00 PM.

    Leave a comment:


  • replied
    Originally posted by Gomez_Elguabo View Post

    Yes i did it, i send you post. And also a post with the spawning issue. I sthere a way to spawn the dungeon where we put it.
    I figured out the spawn issue, if Z =0 it spawns in different places whem you do it with 1 itis ok now

    Leave a comment:


  • replied
    Originally posted by dkoding View Post
    Gomez_Elguabo Did you remember to add the new module to the module database, and then press the rebuild module database button afterwards?
    Yes i did it, i send you post. And also a post with the spawning issue. I sthere a way to spawn the dungeon where we put it.

    Leave a comment:

Working...
X