Dungeon Builder selfmade Builder Sets?!

gniiialgniiial Posts: 211
edited February 2023 in The Commons

The topic is about this product:
https://www.daz3d.com/dungeon-builder

With this "builder" you are able to create "rooms","halls", "caverns" and or dungeons from modular sets. You are also able to create own building sets with walls and so on, but can also use some that were created by other vendors for this building script. It's an interesting concept I think and it has some potential for a lot of features I guess. Llike for example a usage of the builder and this product https://www.daz3d.com/environment-set-splitter
What you cannot do is place some extras, like pebbles, rubble or something like that. I only took a peak into it, but since there are a lot of modular sets out there and it is allowed to share dungeon maps and created .json files for sets you have created, I was courious if someone made some. Like for:
https://www.daz3d.com/muelsfell-modular-dark-dungeon
https://www.daz3d.com/industrial-interior-modular-kit-1
https://www.daz3d.com/muelsfell-modular-cave-interior

https://www.daz3d.com/sci-fi-interior-construction-kit is an example, that is recognized from the builder, but still a little buggy and would need a upgrade/fix

or some other modular sets (...i cannot find right now, since the search function in my products does not crawl into the description... frown Daz3D pleaaaaase fix that!)

I tried industrial for a quick look and there are some spaces between the different walls, ceilings and grounds. I had to add it to the script manually, by using the Dungeon Set Builder.  But it looks promising and it would be a nice thing if we could save up time by just sharing fixes or created .json files somewere for the different modular sets we use. Right now I'm at the https://www.daz3d.com/medieval-scene-kit and for this one I had to change the walls, save them as subsets and include them by using the Dungeon Set Builder. Not done yet, and there is work to be done for sure. You can see it clearly. The walls are overlapping...  But in the end it will be worth the efford, since one could create simple environments in no time. Think about sewers, long tunnels or tunnel systems, caves, rooms... even the base structure of a village. Whatever comes to you mind... 

So, now I would like to know if someone already works on a set for the set builder part or maps? Maybe we share it?! 
I also would be interessted in experiences. Maybe someone has done some pretty interesting and creative stuff, that I would never be able to imagine?! 

Update: 
I was able to change the overlapping problem, but there are still things off. Like the walls with the doors, that act like there is an offset. But the overlapping problem was more important, since the script created more walls to fill gaps that should not exist. Anyways, I hope someone else works on some other sets/kits... 

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Post edited by gniiial on

Comments

  • TotteTotte Posts: 14,053

    Hi,

    I did create setups for those set I could find thtb did have square floor / celing sections.
    One tip I gave someone else asking about it was to create your own square presets when the sets comes with rectangular floor / celing sections and then export that as an object, import, apply the mats and then save as Figure/Prop. (Mental not to self: Maybe I should make a script to does that). It's important also to asure the floor / ceiling squares matches the walls. You can also do this with wall sections, cleverly create sections that matches the floor/celing sizes-

    I've still see though that it seems that most new released prop sets still has non "square"-conforming props. 

    Cheers,

    / Totte
     

  • I keep forgetting about these cool scripts you have, I should wishlist them now I use DAZ studio more heart

  • TotteTotte Posts: 14,053

    WendyLuvsCatz said:

    I keep forgetting about these cool scripts you have, I should wishlist them now I use DAZ studio more heart

    Welcome to the light side ;-) 

  • Totte said:

    WendyLuvsCatz said:

    I keep forgetting about these cool scripts you have, I should wishlist them now I use DAZ studio more heart

    Welcome to the light side ;-) 

    instancify and instances to objects are the most used scripts I have 

    the latter being vital for exporting stuff elsewhere 

  • gniiialgniiial Posts: 211
    edited February 2023

    Totte said:

    Hi,

    I did create setups for those set I could find thtb did have square floor / celing sections.
    One tip I gave someone else asking about it was to create your own square presets when the sets comes with rectangular floor / celing sections and then export that as an object, import, apply the mats and then save as Figure/Prop. (Mental not to self: Maybe I should make a script to does that). It's important also to asure the floor / ceiling squares matches the walls. You can also do this with wall sections, cleverly create sections that matches the floor/celing sizes-

    I've still see though that it seems that most new released prop sets still has non "square"-conforming props. 

    Cheers,

    / Totte
     

     

    Hey, thanks for the tip. I already did it by exporting and importing again. Since I had to give the floor an other scale, it was necessary to zero everything again, so the script does not place only the first piece right and the other ones all to a position or with a scale that did not match everything else. What I really would like to see would be more options, like for randomized rubble on the floor or lets say broken walls, bigger chunks of stones or something like that. Kind of like with the doors and arches, but with other props, that we would have to place manually right now. Just imagine one would use this function then again for other props, like torches on the walls, barrels, chests, crates or something else, that a user would like to include on specific places. I'm sure this thing can get more powerful and with enough efford and some users that may create building sets and maps, it could spare a lot of time creating environments. 
    Does this script gain some sort of boost when someone would have this product of yours? https://www.daz3d.com/c66-graphics-plug-in ;

    (Mental not to self: Maybe I should make a script to does that) - would be nice, since it is a little annoying and you could also put in a function to copy the shader and materials back on it again. This would fasten up the process. But if you'd do that, you could do it from scratch right away, by adding the floor, do this fuction, place the new, resized, scaled, materialized prop at a specific folder the user has in mind (or comes with the/a product) and then execute the function for adding in the floor piece. So nobody had to switch back and forth. 

    By the way, just an idea for vendors like you that do scripts. Maybe create an overall script checker or caller script, that acts like some sort of base of operations. One possibility would be to add in the scripts a user has by the user himself or an automatic process that checks the scripts folder for your stuff. In this kind of main area your verry helpful scripts won't ever get lost. Like wendy says, but not in the shop, I kind of forget sometimes that i already have one or the other tool... I can't really understand why this is not "a thing" in general for vendors. I mean it's like product advertisement and positive experiences every time a user creates something with those tools. 

    Post edited by gniiial on
  • TotteTotte Posts: 14,053

    gniiial said:

    Totte said:

    Hi,

    I did create setups for those set I could find thtb did have square floor / celing sections.
    One tip I gave someone else asking about it was to create your own square presets when the sets comes with rectangular floor / celing sections and then export that as an object, import, apply the mats and then save as Figure/Prop. (Mental not to self: Maybe I should make a script to does that). It's important also to asure the floor / ceiling squares matches the walls. You can also do this with wall sections, cleverly create sections that matches the floor/celing sizes-

    I've still see though that it seems that most new released prop sets still has non "square"-conforming props. 

    Cheers,

    / Totte
     

     

    Hey, thanks for the tip. I already did it by exporting and importing again. Since I had to give the floor an other scale, it was necessary to zero everything again, so the script does not place only the first piece right and the other ones all to a position or with a scale that did not match everything else. What I really would like to see would be more options, like for randomized rubble on the floor or lets say broken walls, bigger chunks of stones or something like that. Kind of like with the doors and arches, but with other props, that we would have to place manually right now. Just imagine one would use this function then again for other props, like torches on the walls, barrels, chests, crates or something else, that a user would like to include on specific places. I'm sure this thing can get more powerful and with enough efford and some users that may create building sets and maps, it could spare a lot of time creating environments. 
    Does this script gain some sort of boost when someone would have this product of yours? https://www.daz3d.com/c66-graphics-plug-in

    Hi, no, I looked at trying to optimize DungeonBuilder but it is som extremely optimized with some really advanced cacheing so there was nothing to gain from it so I dropped the idea to move the drawing code to it. If I had writte DungeonBiuilder after C66 Graphics Plugin, I would have used it an saved 100s of of hours optimizing drawing cache,

    gniiial said:



    (Mental not to self: Maybe I should make a script to does that) - would be nice, since it is a little annoying and you could also put in a function to copy the shader and materials back on it again. This would fasten up the process. But if you'd do that, you could do it from scratch right away, by adding the floor, do this fuction, place the new, resized, scaled, materialized prop at a specific folder the user has in mind (or comes with the/a product) and then execute the function for adding in the floor piece. So nobody had to switch back and forth. 
     

    Might look at adding this to something I have in mind.

    gniiial said:

    By the way, just an idea for vendors like you that do scripts. Maybe create an overall script checker or caller script, that acts like some sort of base of operations. One possibility would be to add in the scripts a user has by the user himself or an automatic process that checks the scripts folder for your stuff. In this kind of main area your verry helpful scripts won't ever get lost. Like wendy says, but not in the shop, I kind of forget sometimes that i already have one or the other tool... I can't really understand why this is not "a thing" in general for vendors. I mean it's like product advertisement and positive experiences every time a user creates something with those tools. 

     

    Interesting, as I do have something like this coming up sooner that you think, and I was planning to do exactly that in a another add on (to be able to put all my srcript easy acessible. Glad you mentioned it, looks like I'm on the right track there.

  • gniiialgniiial Posts: 211
    edited February 2023

    Another question for the builder... You did create a fuction to randomize, when we add multiple different walls, floors and so on. For those you load different prop setups. Is it possible to create like a floor/wall with a desired prop on it and use it?! So one could place rubble or torches or whatever matches a randomization fuction, without looking strange... Or would it be a waste of time to try that idea?
    That makes me think if it would be possible to also upgrade the script with manually placed floors, walls, that a user might choose from the set he has created? An example would be a big hall, were in the center would be a path to a specific place and this path has other tilesets... I mean since you already have the arch/door function, it could be the same for the floor/ceiling... only that we would use a prop or set of props right?! 

    And I'm looking forward to it. But I still have to save up for some other scripts from your shop... the splitter is kind of a must have I guess, when fiddeling around with the builder. And i hope this thing get's more extensive at some point.

    Post edited by gniiial on
  • TotteTotte Posts: 14,053

    The Dungeon Set Builder is what you use to set different probabilities for different things to show up, and what type of thing each thing is, wall, door, arc, celing, floor, or "corner piece".
    You can adjust a lof of aspects for each item there.

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