UE3 - General Random level generator

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matroxx

New Member
May 7, 2010
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Does anyone know if UE1, 2 or 3 has some sort of random level generator? Maybe generating to a T3D so we can import, build and play?
 

Shivan Hunter

New Member
May 29, 2009
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it would be possible, I guess, but... you'd need to build all the geometry... make sure the design is sensible... do lighting, pathing and place pickups strategically... etc...

OK, it wouldn't be possible.
 

matroxx

New Member
May 7, 2010
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I don't want to publish the maps, i want them for my personal pleasure, like we used to do with SLIGE on Doom.
 

Shivan Hunter

New Member
May 29, 2009
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Thing is, it's several orders of magnitude easier to map for Doom than for UT3. Even taking into account map balance and strategic placement of items, a program can generate a blueprint for Doom relatively easily.

UT3 adds several dimensions to the mix... one of them literally (and good z-axis play can make a great map!). A BSP generator that doesn't give a crap about visuals and uses a collection of, say, 6 materials could be technically feasible, but most of its maps would be utter crap to actually play on.

I can see how some of its output would be usable, though. Not 'playable' in a usual sense, but usable as a baseline for a real map.
 

Delacroix

Successor of Almarion
Jan 12, 2006
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Warsaw, PL
There is a random level generator for U1, called Unreal Rogue. Works with Unreal build 200, 224-227 and partially in UT. Here's the deal: you create rooms as you usually do, but you connect them with special Rogue actors that cause the level to randomize itself upon load.

http://www.oldunreal.com/maps/single/urtechies.zip - version 200 with a demonstration level.
http://www.klankaos.com/UnRogue.u - patch for Unreal builds 224-227.
 

Delacroix

Successor of Almarion
Jan 12, 2006
811
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Warsaw, PL
Honestly, I do not know. But, if you stick to outdoor-only-and-stuff, it should. Constructing such a map would be a challenge I am certain, but it theoretically is possible.
 
Feb 3, 2010
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yea ,i'm just thinking about how it would be possible to combine this with an rts styled mod which would generate random maps for skirmishes.
 

matroxx

New Member
May 7, 2010
8
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A believe that something dungeon-esque is much more feasible. Not only because of the BSP limitations, but because dungeon generation algorithms were already mastered:

http://pcg.wikidot.com/pcg-algorithm:dungeon-generation

This eliminates the hassle of having to work on a different, unique and hard procedural algorithm. The only challenge would be the tight integration between the results from the algorithm and the engine.