But i’m having a bit of a few difficulties. I’m trying to create a selector for corner walls, so i can spawn corner pieces instead of normal wall pieces (because if i use normal wall pieces in multi story dungeon tiles, i get a lot of flickering).
Unfortunately half of the wall markers report their id as a huge negative number and cell type unknown and location and size of the cell is [0,0]. If i try using the is room selector (as it was in the examples) i get this (unfortunately something went wrong with the image upload (database error) so there’s a imagebin link):
Anybody else has this problem or is there an easy way to select the corners of rooms?
I’m creating a unified query interface which you can pull out of an dungeon actor in your blueprints. This will let you work with a clean higher level interface to get more info about your dungeon (e.g. adjacent rooms, furthest rooms, room locations, path between any two rooms etc) instead of dealing with the low level objects in the model. There is a query class for each of the builder types, which you will cast to before using (e.g. grid query, isaac query, floorplan query, snap query etc).
I’ve implemented the grid query interface. I’ll implement the isaac query tomorrow and have it in the next build soon
[MENTION=28980][/MENTION] it is. It’s a screenshot from the dungeon preview windows while building a theme. I’m using the same configuration for the dungeon builder itself and the results are the same.
By the way, i noticed you used the multi story dungeon theme in some of the documentation screenshots and that you actually created one for the Unity engine, that’s exactly what I’m trying to create.
@whisper2shade I’ll create a theme for UE4 as well when I get time. If you want to place objects on the corners, there’s a sample marker emitter to do that in the grass land demo. I place statues (with wings) on the 4 corners of the rooms. You can have a look at that
Yeah, i have found that example. That’s how i placed the wall corner pieces. but i have to turn off the placement of the standard walls in the corners because of the flickering problem. That’s why i need the corner selector as well.
Is it flickering because of z-fighting? Maybe there is an overlap where the modular assets are bigger than the dungeon grid size. Try increasing the grid size of your dungeon or use a smaller wall mesh
Z fighting is there because the corner pieces occupy the same space as the walls.
The whole problem is that when i use normal wall pieces for the whole room, the corners of the room from the outside have z-fighting because the wall pieces intersect at the corners of the room. It looks ugly when the player is outside the room.
The solution was to use the corner wall presets from the multistory pack that contain both the corner wall parts in a single mesh, so there is no z-fighting from the outside. But if i use the corner marker emitter from the grass land demo to place the corner wall pieces, i have to somehow stop the standard wall pieces to spawn at the corners of the room.because at each corner i have the corner pieces and 2x classic wall pieces. And there s a hell of a lot of z-fighting then.
I need to create a selector, that will select (or deselect) the 2 corner wall pieces from each corner.
Still appears to be expired. When creating a new invitation make sure it’s permanent without a limit of users, otherwise it’ll end up like that again soon.
Would love to join and discuss once it’s up
Working on the grid query interface. You can use it to query the dungeon in various ways, one of which is to find furthest rooms (good for spawn / end rooms)
Added a query api to find a path between any two cells in the dungeon. You can use this to decorate your path with something. I have a dungeon event listener blueprint script where on post dungeon build event, I find all the points in the path and set it in a spline component. It automatically updates in both design time and runtime on rebuilds
Also do you have a Way to Save Information about a Room? Or Access to the Seed in Blueprints? Reason why I ask, I would like to add some Random Generation to Inputs on Objects Spawning, but I would like to Set a Room to a Few Specific Variables Randomly, Is there a Way? Beyond Spawning a Actor in the Middle to Associate it and giving it a List of all Assigned Spawned Room Pieces?
Created a Query interface for advanced gameplay logic
Added new set of examples to demostrate the Query interface (for grid and isaac builder). Refer the examples in the quick start guide (DA_Query_Examples)
Major improvements on the Snap Builder. It uses world composition to stream modules in
Added foliage support to the Snap Builder
Various bug fixes in the snap builder
Created a new type of builder named SimpleCity (Experimental)
Windows build is available in the website. I’ll compile for mac and submit to Epic for update in the launcher
(Snap builder save bug is fixed, however runtime build is not yet supported. I’ll have that in 2.2.1 in a few days)
I’ve updated the quick start guide with Query framework examples. The download link is also updated so please download the new content after choosing 2.2+ version from the top right