Im developing a little script that randomly generates a map from five modular "cubes", or blocks. Right now there are only five different type of cubes: deadEnd - blue corner - green splitTwo - yellow splitThree - orange splitFour - red Each of the five "cubes" above also have two other forms: One without a floor, one…
@perna Thats correct. I am trying to refrain from using code from UnityEngine so that It wont be too hard to add support for Unreal engine 4 later on. Unity is scripted with C# while UE4 uses C++, so either I will have to translate the whole script or just release a standalone app which would output the map to a txt file.…
I'm really excited for this script. I've been atom smashing some modular kit pieces together using Joel Burgess's & Tor Frick's lessons, combined with my own nutty experiences since last October, and I've whiteboxed a ton of pieces to use with a script just like this. I've been making these things in my free time like,…
I dont know how relevant this is for you, as i unfortunatly am not so good at scripting /etc. Maybe it is an interesting read nevertheless? http://procworld.blogspot.de/2011/03/writing-architecture.html
Ah, okay, so all the assets are loaded into Unity, THEN they're loaded into this script. That makes sense. Awesome! The outdoor modular kit is pretty excellent! I had to use modular cliff faces here, and I've been planning modular cliffs ever since in my notebook:…
@perna Thanks for the suggestion. I love the idea of rulesets, I began implementing some simple rulesets for the placement of objects such as on the floor, against the wall, hanging from the ceiling. I hope to include more such as on the corner, in specific "cube" types only, ect. Going to have to start up minecraft again…
@pwguin Thanks, I have some cool stuff I want to show but are not quite done yet. In the meantime let me show you guys this new feature I implemented. You can now create "unique rooms" that can be randomly placed when the map is generated. Here are two rooms I put together that are composed of the existing cubetypes and…
Yes and no. To clarify, it would swap out the model asset with new geometry imported from 3dsmax. It would just be a fast way to visually assess what variants are used for each cube type, and rapidly replace assets as the pipeline updates. That way we could grey-box, then go back and replace the grey box with finished…
This is fantastic! If you make a Y-way version, I'll explode, especially if you find a way to merge the Y-ways back into the 90degree kit. If additionally there are snap-points highlighted with a null object where objects like doodads, player activator fields, and clutter can be randomly assigned to applicable blocks...…