I have a map idea, but idk how to make it alive.
I Want to tile an Hexagonal pillar all over my map (its the ground) but if i use the grid, it’s unprecise and long
So i thinked about 3 ideas :
Using Blueprint algorithm to tile
– Pro : Efficient, precise, fast
– Con: Does it even works ? And i can’t see my map so harder to make changes
Making bigger tiles group as SM
– Pro : More precise, still long
– Con : I’ll sht brx to make my SM works noob as i am, still not precise enough
Yeah but there is something that block me, how do i make my rooms, i mean, my ground is tiled,but i need to make rooms.
(I make the room without floor ? then center it so it’s tiled perfectly ?)
Do you have an example algorithm of that world generation ?
I mean, i know it’s
for(int x(0);x<map.sizeX;x++)
{
for(int Y(0);Y<map.sizeY;Y++)
{
(tile spawning at Y(tile.sizeY) X(tile.sizeX))
}
}
But how to do that in bps ?
If you’re using 3ds Max as your 3D modeling program there’s some tools in the Content and Tools section of the forum that will allow you to position objects in 3ds Max and copy those positions over to UE4, since the positioning tools are better in 3ds Max.