Dungeon Architect

Hello,

Thanks a lot for having a look at my suggestions, and thanks even more for your incredible work on DA evolution, i can’t wait to play with the GridFlow and integrate it in my game :slight_smile:
By the way, the Simple City Builder might be “simple” in the way it seems to work with rectangle and can’t produce organic cities, but it is nevertheless very powerfull already and i get wonderful results with it :slight_smile:

So again, thanks a ton for DA :slight_smile:

I’m always excited when there are cool updates to SnapMapBuilder, but any time I try to do anything for real the builder seems to always fail. I even built some extremely simple rooms using the protomeshes, and start with the simplest dungeon flow rule that goes like: Spawn → Room and it’ll spawn 2 rooms. I’ve made sure my Module DB is updated, played with the Collision Test Contraction, even if i try it to just do one more room beyond this, it breaks. Sometimes I’ll feel I’m off to a good start and a whole dungeon flow will build but then it all will just stop working and I can’t figure it out. I’m using 2.14.2 on engine version 4.22.3 - this has been a problem for me since the early days of snapmap however and I don’t feel like I’m doing anything inherently wrong or missing any steps… can someone please help?!

@arsonist80 I’m working on a new video tutorial series and rewrote the documentation. I’ll have more info on this soon

Hey , that looks ! Thanks for sharing

@rctorres would you mind sharing your modules so I can test it locally? you can pm me in discord (link in sig)

There’s new documentation for DA; https://docs.dungeonarchitect.com/ue4

New Video Tutorial Series [WIP]: https://.youtube.com/watch?v=ZLIYg7xJLks&list=PLGMINEyXduyk9h9fNPdnW7D4sZVxYampp

Hello everyone,

I have four questions

  1. How can I fill this room ?

  1. You have rooms, can you take a random room and say exactly these walls should be placed in this room? solved
    3 How can I spawn an actor only once?
  2. How to make walls or something around a dungeon? solved

Sorry that are many question but I have no idea how to make it work :smiley:

can’t wait.

  1. There’s an example of decorating rooms in the Infinity Blade Hell Forge demo (you can access it from the DA launch pad button in the editor)
  2. You can control this from the grid flow builder. This is not supported in the grid builder

I’ve fixed level streaming issues in the snap map builder when the level is randomized and rebuilt in the editor.

I’ve added rotation constraint to the snap map module. This will not cause your modules to rotate while stitching them together. (@rctorres this should also fix you issue you posted above)

's a level generated using the normal rotation support (arrows show they were rotated)

No rotation constraint added. The modules do not rotate and will stitched together only by moving them around. these are great for isometric games (like diablo) or platformers or anything that requires a certain viewing angle

New video tutorial series

https://.youtube.com/playlist?list=PLGMINEyXduyk9h9fNPdnW7D4sZVxYampp

More videos coming soon

Level streamer has an event to notify when the initial chunks around the player have been loaded. This is useful in the snap builder where you want to spawn the player after the initial rooms around the spawn room has loaded

Hi…

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

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

That makes sense how you do it… Thanks.

teak

Hello,
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

make spatial constrait. you have to have [TABLE=“border: 1, cellpadding: 1, width: 300, height: 300”]

occupied
occupied
?

occupied
X
free

?
free
free

Hello,

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.

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

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