Generating a cellar or basement level. Style option for half-timbered buildings Try it several times to get the amount you need. Sometimes you get more of them, sometimes fewer. The whole scene (including trees) is recreated when you toggle decorations. I could not get the shift-enter option to regenerate a new mansion from the same floor plan.ĭoes anything happen at all when you press shift+enter? The trees moved and mostly disappeared when I toggled the decorations. Thank you your generators are amazing and have helped me so much already I cant wait to see what you build next, an integration between MFCG and Procgen mansion perhaps.so we can get cities with all building mapped and models for all. GitHub - theFroh/imagepacker: Takes a Wavefront OBJ with textures and attempts to squash them into a single texture file.īut unfortunately i could not get it to work for me :/ but maybe looking at it may be of some help ? I did find this solution that is supposed to solve the.
#Rpg modern mansion map generator#
Yes I'm aware of the MTL issues with TTS (its a great tool but its also janky as hell and rubbish in many ways) - the issue is currently to get a nice looking model, I have to unwrap the model, assign each different material to an image, then bake the render output to create the texture - its not the end of the world but its just an extra / unnecessary step when I'm wanting the colour output from your generator because it looks good that way :).Īn added advantage of having some form of unwrap and basic texture file would be that people could "paint" the models very easily with other textures or materials in blender without having to unwrap the model assign then bake. Procgen Mansion - the models seem to be fine or at least there are no flipped walls etc that I have seen. One possible solution to get an object straight to TTS or anything else that is having an issue would be for and option for output from (City Viewer) to have flipped normals? It may be possible that the normals were further screwed up due to me recalculating them, rather than flipping all. obj after being imported to blender, luckily either with this model or in general, a simple flip of the normal direction solves the issue in TTS.
#Rpg modern mansion map code#
Obj output file that the normals are different to my first file - you would obviously know more about how your code is handling this.
obj output are simply inverted, not random - OR its possible that as this was a new. However after further investigation i think i may have been wrong in my initial post.Įither the normals of the basic. The additional blender step was simply me attempting to fix the normals fast and failing.
#Rpg modern mansion map simulator#
obj is directly imported to table top simulator the normals are wrong. json from MFGC reimported it into City Viewer and downloaded the. Thanks for your reply, and sorry to ask you to do more work.įirstly I used a saved. Generating a texture is easy, but assigning uv coordinates for each vertex is a bit harder. The problem is that I do not use textures in the generator, instead there are solid color for each triangle of the model. TTS does not support materials, so mansions look untextured when loaded.I can try to add normals data to OBJ explicitly, but I doubt this will help. At this moment I wouldn't like to fix them - that's too much work (especially in case of Procgen Mansion) and too many triangles which won't be visible anyway. Yes, this is probably related to the fact that there are many open meshes, but open meshes are not "bad" meshes. Some questions: Do you use OBJ or some other format to save in Blender and load in TTS? Do normals look wrong if you load an exported OBJ without loading it in Blender first? Do you need the Blender step for anything other than scaling a model? I know nothing about TTS but to me it looks like a problem of Blender-TTS interaction, because in three common application (Blender, 3D Viewer, Sketchfab) and one less common I have access to, normals look ok. Flipped normals when OBJ is first imported in Blender and then somehow imported in TTS.So if I understand correctly there are 2 issues, both related to using exported OBJ's with TTS, right? Please consider supporting this project on Patreon☕! Attribution is appreciated, but not required. You can use images created by the generator as you like: copy, modify, include in your commercial rpg adventures etc. Enter - generate a mansion from a blueprint.W - Toggle "weather effects" (rain, snow, clouds etc.).D - Toggle decoration (smoke, flags, lamps etc.).+ / - / mouse wheel - Move the camera closer/farther.Press Shift+Enter to generate another mansion with the same ground plan. Most of the following commands/options are accessible through the context menu.
? This generator is a part of Procgen Arcana.