Lol its working. Received the payment in Paypal
Thanks Warcabbit! You are my first customer ever
Lol its working. Received the payment in Paypal
Thanks Warcabbit! You are my first customer ever
This should be part of UE4
Now supports 4.9 on Windows. Will test with mac soon
Youāll have to wait a day or 2 for my money to arrive in my spendy account xD
Grabbed it! Itās been working quite well so far in my project, saved my programmer and I a ton of work! Just curious: has this version been updated at all from the beta that was released a few weeks ago? Is there a changelog anywhere if so?
Thanks!
@DerekSimProse Iāve added better support for multiple dungeon editing within the same map, ability to create dungeons at different locations on the map, updated the volumes (so dungeons can be constraints within a certain bounds etc).
This was done using the multi story building demo as a reference
Iāll include the change log in the downloads section with the next update.
Iāll have 4.9 support by tomorrow
Justin, thatās correct. The roof is added to the ground marker with an offset to move it up and rotate it by 180 degrees
Does this work on mobile(Android, iOS)? Runtime generation obviously wouldnāt work but would generated maps in the editor work on mobile?
Hi , an work . I have a question, could this system be used for create a ācityā?. For example, i have some modular building assets with interior and exterior. Could I use this for create a city in a given volume bounds for example.
I am just thinking all the uses that i can give to this tool
Thats pretty darn clever, looks like it could save people a lot of time and give amazing results
I have been following this thread FOR MONTHSā¦ I am tickled to death to see that it has gone to marketplace. If I can get my idea further alongā¦ I too hope to be able to use this amazing tool.
Thank you for making thisā¦ incredible addition to the engine.
I know that is can used to make buildings not sure about a city.
Showcased it a few posts back with a Building.
Thanks guys!
@Alexarg You canāt build cities with this. Youāll need a specialized city builder like this:
http://i.imgur.com/krEUel8m.jpg http://i.imgur.com/U9UkDvUm.jpg
(Source: Subversion City Generator)
Iāve been reading this paper that the author of the above generator used. It should be possible to build some interactive tooling around the algorithm in the UE4 editor
So question - Are you actively looking into building a city generator that works with Dungeon Architect?
If so I Would throw money at the screen so fast
Iād love to but I havenāt committed on it yet I have some old unfinished games I want to push out soon. If I do make one, the city generator would come with a default building generator which could be swappable with other building generators (e.g. from other developers in the marketplace, or dungeon architect etc)
Ordered my copy
Iāll be showing off some of what Iāve built pretty soon, I love what Iāve been able to make with it.
Thank you @n00854180t
Iād love to see what you have made. Looking forward to it
Thank you everyone for your support. Iāve uploaded a new build (1.29) with 4.9 support and you should be able to download it from the āMy Accountā section under Available downloads
Two questions:
When should we be using the āinstancedā option vs not using it? The feature is not specifically mentioned in the docs but enabling it seems to make things go much faster and cleaner
For a run-time procedurally generated dungeon, what is your preferred method for setting a player start point / dungeon entry point? I didnāt see this mentioned in the docs either but I might have just missed it.
Thanks, the plugin is impressive!
Instanced meshes run slow in mobile. I havenāt profiled fully but my initial observations are due to lack of culling. Entire instanced level geometry is pushed to the gpu. I might be wrong. Iāll check more on this.
If your are going for a non mobile platform, definatly try out instanced mesh.
Iām working on better documentation and will update soon
As for player start, you can have a look at the runtime dungeon demo (in the quick start guide ). You can query the dungeon model for a valid location in blueprints dungeon post build event. You can also do complex stuff by traversing the minimum spanning tree graph available in the dugeon model to find furthest points in the dugeon for entrance exit. Thatās not exposed to blueprints yet. I can expose it if you want