Love the plugin mate, been testing it out hte past couple of days.
I have a feature request - I’d like to be able to use tiles that aren’t strictly the defined size, but multiples of it, e.g., a double or a quad tile that takes up the space of 4 normal sized tiles.
Heres an example of how a multi-story building can be created using Dungeon Architect. Each floor is a separate dungeon and the building actor has configurable number of floors.
Theres also a Door marker which places a door and instructs dungeon architect to place a room behind the door, which would then connect this room to the rest of the floor’s dungeon
This example also shows how you could use a negation volume to constraint the dungeon creation to a certain bounds (i.e. bounds of the building walls). The building glass walls is another dungeon actor with a single platform volume to draw the glass walls
The building can be resized with width/length and can be moved around, including elevation.
Next is to connect the floors together using a lift (which should be easy). I’ll post it in the next update
Ohhh yeah, I haven’t looked at those at all. Docs would be mucho helpful!
One reason I need that feature is because I’m trying to use ’ Modular Cave pack with the Architect, but the size of the meshes is not strictly built to a grid, so some pieces are 512x512, some are 1024x512, etc.
I really hope I can afford Dungeon Architekt as soon as it gets released on the marketplace, it looks like it could save me a lot of time, especially with the city I have to create for my project.
For the selector methods, I think it’d be useful to have Is On Edge and perhaps Is In Interior. Right now it makes some fences in the interior I’d like to get rid of.
Found a bug, if you select a mesh node or actor node and hit Ctrl+X to cut, then Ctrl+Z to undo, it crashes the editor.
Also it would be great if we could get a way to spawn things into only rooms of a given size, as well as access the affinity value for a node inside the selector. I tried to work out a way to spawn stuff into the center of rooms of a certain size, but using a selector seems to override the affinity.
@n00854180t Sorry for the delay. Thanks for the heads-up. There’s an undocumented marker named “RoomOpenSpace” that is spawned in the center of each room. I’ll add it and other stuff if it is useful. From you can get the size of the room (from the cell structure) and place your custom stuff . I’ll post a sample soon.
Well my wallet is ready! Bahaha, So do you have any other ideas as in plugins that you might be making or wanting to make? Just curious as your current stuff is pretty much vital to most projects so hoping to get a heads up on your next stuff
I’m down. I’ll make sure I’m subscribed to this thread to ensure I get updates. I’ve slowly been putting together other elements to make the development process easier. Putting together a pipeline. It’s gonna be great! Really looking forward to heavily using your system. I read the user guide doc and was wondering if the ceilings where part of the manual creation or part of the automatic creation? I assume you could create them as a offset floor deco maybe. I’d have to kind of look into it more when I get my hands on it.