You’ll have to wait a day or 2 for my money to arrive in my spendy account xD
Grabbed it! It’s 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 I’ve 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
I’ll include the change log in the downloads section with the next update.
I’ll have 4.9 support by tomorrow
Justin, that’s 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 wouldn’t 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 “city”?. 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 MONTHS… I am tickled to death to see that it has gone to marketplace. If I can get my idea further along… I too hope to be able to use this amazing tool.
Thank you for making this… 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 can’t build cities with this. You’ll need a specialized city builder like this:
http://i.imgur.com/krEUel8m.jpg http://i.imgur.com/U9UkDvUm.jpg
(Source: Subversion City Generator)
I’ve 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
I’d love to but I haven’t 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
I’ll be showing off some of what I’ve built pretty soon, I love what I’ve been able to make with it.
Thank you @n00854180t
I’d love to see what you have made. Looking forward to it
Thank you everyone for your support. I’ve uploaded a new build (1.29) with 4.9 support and you should be able to download it from the “My Account” section under Available downloads
Two questions:
-
When should we be using the ‘instanced’ 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 didn’t 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 haven’t 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. I’ll check more on this.
If your are going for a non mobile platform, definatly try out instanced mesh.
I’m 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. That’s not exposed to blueprints yet. I can expose it if you want
Thanks! I will play around with it see if the GetRandomCellLocation function is sufficient, if not maybe you can expose a few more things to blueprint.
One more question - when I run the runtime sample project I get a compile error originating from Rules/PillarCornerSelector, because the ‘Model’ input on ‘Is Pillar On Corner’ is not connected. Connecting the ‘Model’ output of ‘Select Node’ to this seems to make the error go away, but I thought I would report it!
I been thinking of having Dungeon Architect also support more organic dungeons (e.g. caves) and realized that with some tweaks to the existing builder, it can be done to generate something like this:
Since it goes through the same pipeline, all the tooling (volumes, paint tool etc) will work seamlessly
The colorful grid based shot is from my C# prototype which I built before starting Dungeon Architect.
The Red squares are the rooms, red lines are the delaunay triangulation of the rooms, and the green lines is the minimum spanning tree of the triangulation (with some loop tolerance), which defines how the rooms are connected
The organic layout you see above is mostly in photoshop, but those actions can be performed in code.
's how I plan to go about it:
#1 The dungeon builder builds this kind of layout, if the Grid Builder is selected
http://i.imgur.com/ptEpR13m.png
#2 If the organic builder is selected, it would produce the exact same layout, except the rooms would be connected through a straight line (instead of being constrained to the XY axis)
It would also rasterize the layout in a 2D float array (to emulate the photoshop filters I’ve applied in the next steps) with cells as ellipses and corridors as thick lines
http://i.imgur.com/CUAUBXfm.png
#3 Apply a blur filter on the rasterized data grid
http://i.imgur.com/Wv2zJ3sm.jpg
[Photoshopped]
#4 Apply difference Clouds (Perlin noise applied on top of the existing data)
http://i.imgur.com/SyASzKPm.jpg
[Photoshopped]
#5 Adjust Levels (Add a multiplier and throw out data outside a certain range)
http://i.imgur.com/zkZ446Tm.jpg
[Photoshopped]
#6 Run this data through a marching square algorithm to create a polyline
#7 Add Wall markers through out this polyline, so you can define how your cave walls look in your theme definition file
#8 Triangulate the polyline using constrained delaunay triangulation to create the ground mesh (since I’m not sure if it will be a good idea to have ground markers)
Thanks @mattmillus, I’ll fix it