Theme files now show a thumbnail. The thumbnail is captured from the preview viewport when the theme was saved from the theme editor
Added drag-drop support to the theme editor. You can now directly drop your meshes and blueprints on to the theme editor and it would create the appropriate node. There's also a content browser available in the theme editor, if you use a single-monitor setup
So many nice additions. Can't wait for 2.6.
@Ali Akbar - Would it be possible to add a "random angle" factor to the road branching for the town builder? Trying to make some procedural medieval-style towns.
I bought it on the website.
When will you update to 2.16?
I hope the website will be updated soon.
I just bought dungeon architect and am loving playing around with it. But one question has popped up so far, could somebody explain what exactly the spatial constraints option is what what the difference between the 3 options are?
From what I can gather, is seems as though everything can be done with the 3x3 option and there is no need for the others, so i am obviously missing something
Does anybody know of a way to see if, when using the FloorPlanBuilder, if the adjacent cells are walls? So we can place items on the floor that are adjacent to walls, like book shelves and the like?
And another question, is it possible to attach DA generated floors/dungeons to already existing assets?
I have a starting room that I want to always be constant and have built it by hand, but want to attach a DA floor or dungeon to the door of the room. Is there way of doing this?
DA got an example of dungeon room override where you could specify a start and end room with a theme override.
you know your room size. you know its location... All you need to do is create an EMPTY DA start room of the same size and place it in specific location and the rest of the dungeon will be build around it. easy as that
@AngeIV Is it this https://www.youtube.com/watch?v=7KKlBJnCDt8 you are referring too? If so, its not exactly what I need. If it isn't, then I dont understand what you mean. I have a 3*3 room with walls and a door that i built, and i want DA to start building from the door onwards. How do I tell it that there is a door there and it should start building? There is the snap build tool, but i don't have a single room and want the rest to be generated.
Is it possible to use selector logic to get if the adjacent cell is a specific type of cell when using the FloorPlanBuilder?
I know the GridBuilder selectors have the query node, but the same option doesn't seem appear in the selector blueprint when i create one for the FloorPlanBuilder.
I have made ceilings for my rooms by making another ground mesh with a vertical offset which works fine, except when it decides to place a stairway on one of the walls. At that point the stair and connecting doorway will intersect the celing mesh.
How do I tell it to not render the ceiling mesh above a stairway please?
Just wanted to report that the content examples only work if they are individually put in the root folder. If you create a parent folder, say "DungeonArchitect", and copy all of the examples in that folder instead, the theme paths are not found and you have to set them manually, which defeats the purpose of the content. It would be nice to have them in a parent folder to keep things better organized. I wouldnt want everything in root.
Other problems with the content:
-M_Glass_Railing_01 is missing an input texture
-The "WoodenPier" map is empty, materials/textures are missing, and trying to create a dungeon does nothing
-Player Start is initially too high. Needs to be brought down to human level
-Runtime Level Builder Map: WASD does not do anything
-The link to the sci-fi props pack on the documentation is down
-The "floorPlan" demo is missing a player start actor, so the camera does not move by default on play.
-Sci-fi hallway theme: Some walls have empty spaces at the bottom (vertically), while others are perfect...
Last edited by Sajid; 03-28-2017 at 10:01 PM.
As for the content folder structure, I prefer placing it in root as it is easier to convey the message of directly copying it to the content without any confusion of an additional step of creating a sub folder (if individual folders are to be copied).
You can always move them to a subfolder if you like, but you should let Unreal Editor do it for you (instead of directly copying it your subfolder). So place them all in the content's root folder. Then come back to UnrealEd, and move them to your subfolder from the content browser so it can create proper redirectors and not break anything