Tile and doodats generator

Hi all!

RELEASE!

full shazam support and content is now on my blog page: www.fertilesky.wordpress.com

OVERVIEW:

SHAZAM! 3D tile based level editor and generator is a tool for quick and easy level generation based on tiles. Every 2D or 3D object can be used as a tile or wall that is added to the tile. Also, all tiles are placed in the editor without any scripts attached to them for easy management.

Goal in here was to make a tool for generating levels in an efficient and quick manner. It also adds diversity to the generated content by randomising tiles from tile sets, and adding random objects to those tiles, from a predefined sets.

Aditional functions will be implemented in the near future like:

  • texture merging

  • procedural generation

  • foliage and doodads generation(placement)

  • generated content optimisation

  • and more, based on feedback and general request.

[UPDATE 10.01.2013] - made a lot of fixes.
Added Connectors for every wall set for seamless connection of different objects.
Made some new content. I am not so good at texturing and fairly good at blender, so sorry for the quality of those images.

VIDEO TUTORIALS:
[out of date] - will make new one ASAP.

TUTORIAL PDF:
[none yet]

BLENDER FILE
with all the models for easy modification:
[none yet]

SOME SCREENSHOTS:
new:

All was generated by Shazam. Nothing was added by hand(well, the tool had to be set first:)):

old:

Known bugs:

  • some collection errors while adding tiles, with no impact on functionality
  • level adding and deleting isues.
  • material leaking.

If you want a copy of this tool then write your request in the comments. I will send you the copy. It is still in beta, but almos all the bugs are fixed and this version is quite steady, but I dont want to show it to everybody at this still unfinished state. But if you want to help me improve it, feel free to send me a message or write in the comments. I will send you a copy to test/ evaluate/ play with/ brake.

Also, if you give me feedback on bugs and features, I will give you the latest version of it for free (and all mods too) as long as you do!. I think it is a good deal. If not, rage by posting comments in here!

That actually look pretty cool. :slight_smile:

Looks very useful!

I could NEVER understand marching cubes -_-
Care to explain?

Looks very nice though! I would use that if it was in Terrairia like fashion (Side On)

No problem with using this as a 2.5D or 2D.

I can’t understand marching cubes too. But i do marching squares. I tried and tried to implement it in floating island type level generation, and it was painful. I scrapped that, and made island lower parts by squares and vertex modification. Cheat all the way to victory:)

Maybe if I learn marching squares first? Hmmmm

Oh well, I’ll have a shot at writing my own xD

I will release this script so if you wait a while, maybe give suggestions, then this would be a good example for you.

Thanks.

Yeah I just don’t know how marching squares is applicable… All I see it as doing is outlining a 2D image…

I’d probably prefer to write my own system, I’m not one for algorithm

Updated. No available version yet, but stay tuned.

Well, I use it for managing my arrays. I can use it to check what is where in my array and what are the neighbors of given [x,y]. Its used in this script.
Traversing in the array in this is essentially :
x = y
y = -x;
in a loop.

Will this be a procedural generator? or just a pre-defined amount of tiles? Also Does it generate custom meshes (for instance I have a mesh of a fallen pillar)? One more question, free or for sale? I personally would love it if it were free (but that’s just me), you could probably do a free version and a pro version or something :stuck_out_tongue:

You can add whatever tiles you want by hand or by generating a field with perlin noise(need to make some control for that). The tiles are just plain 2d square with texture.

You can add custom mesh for sides, lower parts. You can add custom mesh for random placement on top of the tiles( like trees, grass, etc.).
I just dont know what is the best form of generating those fields. And right now i have some problems with field falloff(gradual decrese of density of given mesh(. But I’m working on it :slight_smile:

Later, based on a tile you added, every tile texture will be modified for gradual texture change( for ex: from grass to desert).

Part of it will be free. But I’m out of financial options(eg, nothing to eat) so, will probably put in asset store for like 2$.

That’s a very reasonable price, I’ll definitely buy it when you do release it :slight_smile: Good luck with your project!

I know this has been used way too much, but I will use it anyway…

Thank you! You can add some suggestions if You like! If there is something you would want in this, then feel free to post in here.

Also, updates!

When do you plan to release it? It looks like it’s pretty near a beta or at some stage of release, I would really like to buy it ASAP! :smile: It looks pretty god damn awesome!

There is still texture tiling and blending to do. (And I need to add control to it like the brush set control for infinite texture sets)
Random function needs to have some control over it.
I need to ad a control(like a brush set for tiles) for those parts that are generated. That way you could control what would generate where and add some randomization to it. Or just control.
Also I need to add level control. Right now you work at “0” level, and can generate only this tile level grass and lower level walls. I want to add infinite level control. Actually, I’m doing this right now. Should be done till sonday, but first I have to rewrite the whole generation system before incorporating those new options. Otherwise everything will bite me in the ass:)
So, Sunday is for level control, and next week for texture blending.After that I probably will release beta… Stay tuned.

Did level control and the code is 50% rewritten for it.

Cant Wait!

Update. Added link to file. Try it Out!

Looking really cool … also the word is ‘doodads’ not ‘doodats’.