Thank you. In the post I said that these features are harder to implement, but they definitely will be added in the future, probably in the next update.
Recent community posts
It would be pretty easy to implement custom "water maps". User-defined main roads are harder but also feasible. Actually, there are more things that could be customized, e.g. elevation, population density etc. Probably some of these options will be added in the future, but not until generated stuff is stable enough.
Everybody likes it: https://twitter.com/watawatabou/status/1390042322855989251 :)
On my next iteration I'll remake gatehouses properly. This 3-boxes thing is copied from Toy Town. It was more or less my first 3D app ever, I can do a bit better now.
First of all, this render of yours is VERY cool! Can I share it on my Twitter (with credits of course)?
About those issues - that's how the viewer works. I don't have many tools for procedural mesh generation (in Away3D), so, for example, a gatehouse is just three boxes combined without trying to clip anything. I probably can (and should) fixes gatehouses, but walls are harder. If you take a look at exported mansions you'll know it can be much worse :)
There is a pretty large number of algorithms in play for different aspects of the generator. The roads are based on "Parish-Müller's approach". Try googling these two names together, this should give links to a number of their papers.
Yeah, tree coverage depends on where fields are, so I just reroll trees when they are toggled. It is possible to keep forest shapes constant and just apply additional "thinning" by fields, but it seemed too much work to bother.
- I know nothing about Unreal.
- I know roughly the same amount of nothing about Unity, but at least I have it installed. Indeed, it looks like all the normals are wrong (flipped). Probably Unity expects a different vertex order or axes are supposed to be oriented differently? Anyway, you'll need to flip the normals of your model, but I have no idea how to do it in Unity.
- How do you export it? As PNG, SVG, JSON?
- What do you mean by "would not export"? You choose one of those formats (or choose "Export as PNG" in the context menu) and nothing happens?
- Does it happen with any map and landmarks or only with specific ones?
Yeah, I agree, but I didn't want to add too many controls because the panel was already crowded. I'm planning to rework it in the future. I skipped this specific parameter as it seemed to be the least important of them.
Town icons are procedurally generated (they all are slightly different), so they are not like real assets. I would recommend just moving/copying them to places where you need in an image editor if you are not happy with generated locations.
Hi. For me it works normally. Also I haven't updated this generator since last October, so it's not like a broken version was uploaded recently or something. Doesn't "New dungeon" item in the context menu work for you?
Sorry that it took me so long to reply to your detailed description of the problem. As I said, I don't specify normals explicitly in obj, they are derived from the vertex order. Yes, I can add an option to reverse that order. Or I can specify vertex normals and that will also allow me to implement smooth surfaces. I'll try both options next time I update City Viewer or Procgen mansion. Maybe I should buy TTS, it's not expensive...
To place a bridge is harder than it seems. Initially the generator could place several bridges over a river, but it often produced weird configurations with a road changing sides back and forth. With two rivers I will have to allow multiple bridges again and there will be even more opportunities for the generator to build something silly.
I think that the trick with switching rooms is overpowered and maybe I should apply a penalty for using it. For example, I could reduce progress for reentering a room. This won't make the game much harder, just a little to discourage abusing this "feature".