@enquel Multiple doors next to each other is a bug that I’ll work on fixing
Past few days I’ve been working on adding the Gizmo widget in the theme editor’s 3D viewport so you can specify the offset transform from the viewport itself rather than manually entering values in the detail window’s Transform section.
However I’m facing issues and I’ll have that for a later update.
I’m working on finalising the floor plan builder. There are some things pending (e.g. buildings with arbitrary rotation and location, rotated volumes etc)
Buildings can be placed anywhere on the map with arbitrary location and rotation (based on the transform of the dungeon actor)
Hi, great to hear! Could you also add an implicit/explicit condition to the builder to account for a minimum corridor length?
Best!
You can control the width of the corridor (LaneWidth config param) but the length of the corridor is based on the separation of the rooms, which happens using a separation simulation and is not straight forward to add this constraint to it
I’ve added an important check in the snap builder that connects a module to another module only if the doors are from the same asset
So you can have an door asset for your rivers and another door asset for your roads. It will properly connect the rivers and roads with other corresponding modules. It doesn’t produce a NxN grid of modules, although that could be a useful feature
Changing the builder type in the Theme editor now automatically creates all the necessary markers expected by that builder in the graph editor.
Also, in the theme editor, the dungeon properties are shown by default when nothing is selected. This makes the important dungeon properties more visible and easily accessible
Hm. Is there some way to identify the ‘outside wall’ there? I may want fake windows in the outside wall, so people don’t see the empty rest-of-map, while having windows into other rooms inside, for instanced maps.
For which builder is this? If it is the grid builder, you can use the 1x2 constraint to find this on the wall / fence. I’ll post a demo for it soon
@goyo666 Sorry, I missed to see your post. I’ll have a look
Edit: typo
I can reproduce the issue. Looks like it is due to the actor movability flag
I’ve fixed the issue. I’ll upload a new build soon
Version 2.1.2
Uploaded a new version. Change log
- Theme editor now shows the dungeon properties by default if nothing is selected
- The default marker for the selected builder are automatically created in the theme editor when the builder type is changed from the properties window
- The snap builder connects modules together based on matching door assets.
- Floor plan buildings can be created anywhere on the map, based on the dungeon actor’s transform (arbitrary volumes are not working yet)
- Ported all the quick start samples to version 2.x
- Fixed runtime generation issues with the snap builder dungeon due to mesh mobility
- Created a new Quick Start guide in the new documentation platform
- Fixed breaking changes in C++ under OSX
- Fixed a bug in the cell comparison function of the grid builder
- Fixed all header compile errors in C++ if compiled without Unity build flag set to false in the build configuration
- Removed the save dialog location prompt while upgrading a version 1 theme file. The upgraded file is created in the same directory with a “_v2” prefix
Hey is version 2 suppose to work with UE 4.12.5 by default or is that still pending…made a new project under 2.1.1 and got some permission errors when i attempted to rebuild in visual studio
@BlackCrackerStudios it should work with 4.12.5 as I’ve compiled with it. I’ll have a look
Added the name of the door asset used to create the snap door to differentiate between different door types
Edit: img
Level created using the snap builder
Polished the snap builder and fixed a few bugs with some door connections
You can now specify the start / end modules on your snap dungeons
Multiple start / end modules can be provided and it would pick a random one
Version 2.1.3
Uploaded a new version. Change list:
Version 2.1.3
- Added a Start / End Module in the snap builder for spawn and final boss fight rooms
- Implemented the MaxDepth parameter in the Snap builder. This lets you control how deep a branch can go from the starting point
- Snap Doors actors show the name of the door asset on top of them to differentiate between different door types during module design
- Added tooltips to the snap builder configuration
- Floor plan room volumes work correctly for buildings placed in arbitrary locations