Dungeon Architect

Are you sure? Usually he is pretty responsive.

Hey everyone, sorry for the lack of updates these past few weeks. Thank you for the feedback on the snap builder, Iā€™m working on finalizing the next update for DA and Iā€™ll keep you all posted

@lafilmcompany Iā€™ll add an example soon

@ While exploring different alternatives, Iā€™ve looked at the lightmass code of UE4 if we can bake in lightmaps within a blueprint. It doesnā€™t seem straightforward. The primary reason for switching to blueprints (from map files and world composition) was a single module (level) cannot be streamed in multiple times at different locations. It can be done during runtime with a hack, but not during design time. For this reason, I was creating multiple copies of the level file in your content browser and adding them to world composition (which was crashing the source control due to multiple large binary map files everytime you build)

There are other alternatives which @ and others have suggested that will help and Iā€™ll explore them further (Cull Distance Volume, Precomputed Visibility Volume)

@owenprescott Have a look at the Marker Emitter Node section in the User Guide.

http://coderespawn.github.io/dungeon-architect-user-guide-ue4/stage/assets/images/theme_file_example2.jpg

In the above example, curtains are attached to the desired wall mesh (with the window) only when that mesh spawned. The curtains would be spawned relative to the parent mesh (the wall with the window). This is similar to your example where youā€™d spawn your trigger from the desired BP node. Youā€™ll need to create a marker with some name, attach your trigger to it and emit the marker from the blueprint node

@RedSaturnSix Iā€™ll look into this

@drarem Itā€™s been moved to the Query System. You can find the examples in the quick start guide (Query System Examples section)

@kelfire Looks very intuitive! The paint tool is very limited right now and Iā€™ll be improving it in the near future. Thanks for sharing

@Ratamorph Iā€™ll have a look

@Khamul It should be possible in the next update. Iā€™ll add an API in the query interface to query the adjacent cells of a wall so you can check this from the selector logic and remove it

Another option would be to use portals for doors / windows

Early progress on the dungeon flow editor

! Thanks!

Do you know if the room blueprints support landscape as a component? Iā€™m trying to generate random island groups.

Cant wait to have more info and video and tutorial about Dungeon flow editor !

Alright, finally I got some time to make a mock-up of what I am after.

Basically the legend is a following:

Blue - blueprint rooms that are made manually (semi-modular or completely custom, still made on the grid) and placed manually.
Yellow - blueprint rooms that are generated by DA (location determined by DA or area boundary within which such room can be generated is marked by the desginer)
Red - connecting hallways with rooms (or not) generated by DA from modular pieces
Green - either manually made or generated by DA rooms that are only reachable through teleportation (if itā€™s 100% pre-made, placed by the designer; if not, location determined by DA or area boundary within which such room can be generated is marked by the desginer)

Outdoors surface is manually made. It doesnā€™t have to be on the grid, but the point where generated dungeon connects to the surface would be on the grid.

Itā€™s a 3D dungeon with pre-made rooms that connects to the custom made surface outdoor area.

Pre-made rooms are manually placed by the designer. Generated rooms (yellow) are generated and placed by DA, or designer can mark boundaries (with a volume?) where DA can generate it and place it. After all rooms are in place, DA would connect them and then connect the dungeon to the outdoors (entry points would be also marked by the designer manually; also can make several entry points and DA can connect them as random)

procedural1_top.png
Full image: https://s27.postimg.org/gi2m8apmp/procedural1_top.png

procedural1_3_D_01.png
Full image:https://s12.postimg.org/g3079w4gb/procedural1_3_D_01.png

procedural1_3_D_01.png
Full image: https://s8.postimg.org/sif03l30z/procedural1_3_D_02.png

procedural1_3_D_02.png
Full image: https://s32.postimg.org/utcj21537/procedural1_3_D_03.png

And the finally dungeon would connect to the outdoors surface:

procedural1_3_D_04.png
Full image: https://s8.postimg.org/kewm3sdpv/procedural1_3_D_04.png

procedural1_3_D_05.png
Full image: https://s16.postimg.org/6zkzqdp6r/procedural1_3_D_05.png

Is it achievable with DA (I assume Snap builder should be capable of doing this) already ?

@ - Any ETA for making the plugin compatible with UE 4.15?

this. Iā€™m not updating my project just for this

Yes, this release has some pretty good updates that Iā€™m looking forward to.

Iā€™m working on releasing a new update with 4.15 compatibility ASAP

thanks.