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This procedural level design tool is the result of my graduation project and my dissertation study into: “The rules behind a procedural death match map generator”. This project earned me a 10 and allowed me to graduate Cum Laude (with distinction) from the University of Applied Sciences in Breda. It earned me the title of Bachelor of Engineering in Game Architecture & Design. This Thread has been updated following the completion of my Graduation project. This tool is designed to create fully playable complex 3D combat arena's for the Unreal Development Kit, with minimal user / designer input. But without taking away control. It allows for rapid iteration and testing, using a user-mediated construction method. With this tool, a level designer becomes a digital director. The generator constructs levels following the death match game-type rule sets of Unreal Tournament 3 and the UDK, discovered during my dissertation ( Specifically "Axon" faction levels). It is capable of creating fully traverse-able, multi-leveled, interior 'white-boxed' maps. Including path nodes, player starts, logically distributed pickups and decorative meshes. Think of it as a 3D sketch pad for level designers, where the results can be immediately play-tested. The tool is fully procedural, and the results can be exported directly to the UDK using the .OBJ and .T3D file formats. The generator is highly modular and can be expanded and adjusted easily to support other game-types or games. Many components of the generator have also been improved over the course of my graduation period. The user interface and workflow have been significantly tightened and are now easier to use. It features 3 levels of control, ranging from highly automated to deep manual control. When using only random results and manual overrides, the tool can be used to rapidly browse through and tweak possible level layouts in order to quickly prototype unique levels. While using manual input allows for deep and detailed control over every part of the process. A designer can have as much control over the final result as he/she wishes. The tool uses a user-mediated approach to procedural level construction, meaning that it requires a designer to determine the shape and layout of a level he/she wishes to create. The actual construction of said level however is fully automated. How it works: The tool is mainly based on volume conversion (Houdini's Voxels) and constructs a level according to a 3D grid. After the main landmark spaces are generated, corridor profile curves are established between them using a path finding algorithm written specifically for this generator by Leroy Sikkes. Following this, the corridors are assembled from a series of components by analyzing the profile curves. Where corridors interconnect, minor rooms are generated. Finally, the combined level mesh is processed to form an internal grid, which is used to create catwalks and ramps. The finished level mesh is automatically UV'd to identify different area's and the mesh is optimized. Various objects can be automatically or manually placed throughout the level. These objects by default will always try to ensure the spaces they are placed in remain traverse-able. Place-able objects include: pillars, columns, low cover objects, box stacks & railings. Next a path grid is generated throughout the level for AI navigation and pickup placement. This is done in layers, each representing a different form of player navigation. Using these layers and the level geometry, each point in the grid is analysed and compared to the rest of the level for the following data: Exposure, Space to move, Distance to Walls, Height advantage & Reach-ability. This data is used to calculate the risk or tactical value of each point on the grid. A designer can then designate a series of hot-spots. These hot-spots are locations that the designers wants to attract players towards. This can also be done automatically if so desired. A designer can let the tool create a random pickup load-out for the level, or specify his/her own pickups. Each pickup definition in the load-out menu as well as each pickup archetype has its own placement rules. Based on the pickups placement definitions, the risk grid and hot-spots in the level; pickups are logically distributed throughout the level. During the final step, the level geometry is subdivided and cleaned. The size of each segment is calculated and a series of meshes are assigned to their respective surface. All a designer has to do to play the level is export it from Houdini using the OBJ and T3D format & import the files into the UDK and build the pathing. This can be done in less than 5 minutes. The .T3D exporter used in Houdini is currently under development by Jan Pijpers. The main node graph of the level geometry generation (steps 1-6): http://img831.images...generatorgr.jpg For in depth information about how this part of the project was created, see my dissertation: Compressed: 23.5 MB: https://rapidshare.c...issertation.pdf Uncompressed: 77,5 MB: https://rapidshare.c...ertation_HQ.pdf For further information on how the generator is used, see the user manual: 12 MB: http://rapidshare.co...USER MANUAL.pdf Contact me at: Erwin Heyms Technical & Procedural Level Designer Erwinheyms@gmail.com (+31) 644101169 My Portfolio and Curriculum Vitae: 30,1 MB: http://rapidshare.co..._Vitae_2013.pdf My Linked-in Page: http://www.linkedin....eyms/24/687/243 A half hour presentation at the Global Game Jam - January 2013, that go's into depth on the project: [media] [media]To clarify, this tool does not "design" levels on its own, but it is based on the design rules discovered during my dissertation study. It employs a user-mediated approach, meaning that it requires a designer to determine the shape and layout of the level he/she wishes to create. The actual construction of said level however is automated. Randomized results can be used (to quickly explore possible solutions) during many of the steps in the process, but it is by no means required. A designer can have as much control over the final result as he/she wishes. Simply put: this tool enables a designer to rapidly prototype a level from the idea stage, to a play-testable stage, within only a fraction of the time it would have otherwise taken him/her. This procedural level design tool has several interesting utilities. Primarily, it is a tool that allows for the rapid generation of white box quality death match levels. Using it, a designer can quickly “sketch” out a level, make adjustment and play-test the result within only a fraction of the time it would have taken using a manual process. Secondly, with further polish and development, a generator such as this prototype could be integrated into a first or third person shooter. This could allow players to create their own combat arena’s without the need for complicated level editing software or level design experience. Furthermore, players could share their levels online, and download the best rated levels from other players, allowing for a nearly unlimited supply of levels and a longer game lifespan. With special thanks to: - Nathan Danïels, Elroy Aarts, Jesse Ravenbergen, Richard v. Beersum, Thomas Buijtenweg & Wytze van Balkom: Playtesting & Data capture. - Kim Goossens: My Houdini supervisor. - Ronny Franken: My level design supervisor. - Andrew Paquette: My art Supervisor. - Leroy Sikkes: Pathfinding Algorithm Script. - Jan Pijpers: Creator of the .T3D Houdini to UDK exporter. *Total accumulated cooking time of the demonstrated level inside Houdini took roughly 8 minutes. Construction of the level in my show reel took in between 2-3 hours + and hour of tweaking. NHTV International Game Architecture and Design The academy of Digital Entertainment2 points
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Sure. Here is a list, but the list isn't final as some assets might get pushed into a side beta download (as they're still work in progress). Assets will be released in three packages. xTools Core, the core set of assets used by all other packages. Will contain the following. xAlign, xArrow, xArrow2D, xBend, xCentriod, xCircle, xDisplay, xExtrudeBevel, xFuseCurve, xNull, Xorientation, xRadius, xRectangle, xRoundedCorners, xTriangle, xWeldingSeam xStudio, a studio lighting rig. Will contain the following. xStudioBox, xStudioInifinityWall, xStudioLight, xStudioReflector, xStudioRoom xDeadline, a set of rendering nodes to submit jobs to Deadline (a render management solution by Thinkbox Software) xSubmit, xDeadline, xOutput, xProxy, xConvert Some things that are on the planning table after the first release, that I won't be able to finish in time. xTemplate, a set of assets designed to make it easier to create assets. xMaterial, a material with more standard options. xBitmap, a recreation of the bitmap texture from 3dsMax. In the far future, these are some ideas I have on my wish list. xTransformer, a set of assets designed to recreate transformation effects. xUI, a set of assets designed to create user interfaces in 2D. xMech, assets for procedural mechanical objects (buttons, panels, gadgets.).2 points
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Hi gang, I'd like to remind everyone in the Houdini community that xTools is going to be launching this Aug 1, 2012. Like us on Facebook to receive reminders when it's online. xTools is a free asset library for Houdini that includes dozens of great tools for VFX artists. xTools on Facebook Thanks,1 point
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Thanks! I'm reading the article. Is there any tutorial about Houdini's Bullet glue constraints network?1 point
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interesante ! asnjehere nuk kam hasur nje gje te tille ne internet . secili poston ne gjuhen e tij . nje Koleksion gjuhesh qe ne te ardhmen , ne varesi te asaj qe mund ti ndodhe rraces njerezore , te mund te sherbeje si material digi-arkeologjik . sido qe te shkoje , uroj me gjithe zemer qe postuesi i pare ti vjele benefitet ketyre faqeve . .paqe-1 points
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http://postpro18.ru/en We are seeking a high-ranked specialist (Houdini) for permanent work in a friendly team. We have lots of work, that’s why a five-day working week from 11 a.m. till 8 p.m. is supposed. The office is situated in the center of Moscow. Requirements: - Knowledge of Houdini, finding solutions for both technical and creative tasks. - Prior experience working in advertising sphere will make it easier to get involved in our specific creative process. - Desire for learning and professional advancement - Knowledge of other 3D programs is an advantage, and the skill of tuning the render, even the simplest one, is also appreciated. - Knowledge of compositing or the desire for learning it at a necessary level is advisable. We provide a working place in a comfortable office in the center of Moscow, legal employment and salary, regular leave and days-off (all up to Russian legislation) Any diplomas and certificates would hardly help to make our meeting more constructive, unlike your personal portfolio. First of all we are waiting for your prior works for familiarization! If you are ready to be an applicant, we are waiting for a link to your works in high quality (Vimeo, Youtube) and contacts to our e-mail: rabota@postpro18.ru-1 points
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www.postpro18.ru Мы ищем высококлассного специалиста (Houdini) для постоянной работы в дружном коллективе. Работы много, поэтому предполагается 5-дневная рабочая неделя с 11 до 20 часов в офисе в центре Москвы. Кого мы ищем: - уверенно владеть пакетом, находить пути решения как технических задач, так и художественных. - опыт работы в рекламной индустрии позволит гораздо легче влиться в наш специфичный творческий процесс - желание к обучению и профессиональному росту - знания других 3D пакетов приветствуется, а умение настраивать рендер, даже самый простой, также будет для вас плюсом. - Владение композитингом либо желание овладеть им на необходимом уровне будет желательно для нас. Мы обеспечиваем рабочее место в хорошем офисе в центре города, легальное трудоустройство и оплату труда, регулярный отпуск и выходные (все в рамках законодательства) Любые дипломы и сертификаты вряд ли помогут сделать наше знакомство более конструктивным, чем Ваше личное портфолио. Ждем для знакомства Ваши предыдущие работы в первую очередь! Если Вы готовы предложить себя в качестве кандидата, ждем ссылку на ваши работы в хорошем качестве (Vimeo, Youtube) и контакты на адрес: rabota@postpro18.ru-1 points