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Introducing HausTools for #UnrealEngine a plugin designed to easily create modular buildings faster! Combined with PropHaus authored assets, make buildings in minutes! #WIP

52,628 просмотров • 3 месяцев назад •via X (Twitter)

Комментарии: 42

Фото профиля PropHaus
PropHaus3 месяцев назад

Yay, a customer!

Фото профиля 🔥GameDevMicah🔥UE6
🔥GameDevMicah🔥UE63 месяцев назад

💪💪💪💪

Фото профиля Julien Brissonneau
Julien Brissonneau3 месяцев назад

That's awesome, have you tried as well?

Фото профиля PropHaus
PropHaus3 месяцев назад

Nope, is it for architecture? This tool is primarily for making games but I could see it being used for architecture visualisation

Фото профиля Julien Brissonneau
Julien Brissonneau3 месяцев назад

It's open source. Some use it for architecture, home automation or robotics. You can do games with it. @ElsNiut has tried stuff. The whole scene graph is super compact and AI agents friendly (.JSON). @aymericrabot has added MCP but it has its own AI chat and shared library of models.

Фото профиля Julien Brissonneau
Julien Brissonneau3 месяцев назад

@ElsNiut @aymericrabot There is an iPhone Pro app also to add your building+furnitures in there in minutes.

Фото профиля Epic Alpha
Epic Alpha3 месяцев назад

bro, absolutely incredible. Can you answer me on the door animations?

Фото профиля PropHaus
PropHaus3 месяцев назад

Currently no door animations but the doors are seperate from the door frames so they could be animated

Фото профиля addee
addee3 месяцев назад

Very cool.

Фото профиля InsufferableScotsman
InsufferableScotsman3 месяцев назад

Oh wow, very cool!

Фото профиля Dick Applehead
Dick Applehead3 месяцев назад

Cool! What happened to the LA hills modern house thing you were working on?

Фото профиля PropHaus
PropHaus3 месяцев назад

It's postponed for now, when this tool is complete I shall be back on it

Фото профиля Dick Applehead
Dick Applehead3 месяцев назад

Nice! will this tool have any features to help you merge these actors in a clever way when you finish designing the building to help optimize framerates (reduce draw calls etc)?

Фото профиля PropHaus
PropHaus3 месяцев назад

We are still deciding the output but have a few ideas like converting it into seperate placed static meshes, level instanced etc. At the moment it stores the building as a instanced static mesh component. The pieces are made up of the same meshes in our Residential Houses pack in this example. We plan to support more packs in the future and have options for importing custom meshes

Фото профиля El Branto
El Branto3 месяцев назад

What’s the ETA on this bad boy?

Фото профиля PropHaus
PropHaus3 месяцев назад

No ETA yet. When it is ready :)

Фото профиля Ms Piggy’s Little Fart Slave
Ms Piggy’s Little Fart Slave3 месяцев назад

Does it automatically clean up those wall overlaps?

Фото профиля PropHaus
PropHaus3 месяцев назад

You mean when I draw 2 rooms together? Yes its a single wall that divides them and can be cladded with different wall meshes on either side. Currently we are solving the pitched roof system to merge shapes together and cleanly cut them.

Фото профиля Ms Piggy’s Little Fart Slave
Ms Piggy’s Little Fart Slave3 месяцев назад

yeah! like when you have the outer barrier, then you draw a room that overlaps on some of its walls with previously drawn walls, just curious if those are not stacked on top of eachother but effectively booled or something like that

Фото профиля PropHaus
PropHaus3 месяцев назад

The system basically traces the wall and places the correct static mesh in that location based on its context. It uses a library of modular meshes currently from our own packs to build the walls. The initial blue mesh is there as a guide which you can then clad with authored modular pieces. It deals with everything, no overlapping or stacking mess

Фото профиля PropHaus
PropHaus3 месяцев назад

I hope that makes sense 😅

Фото профиля Ms Piggy’s Little Fart Slave
Ms Piggy’s Little Fart Slave3 месяцев назад

that makes perfect sense and is a better solution than i expected, great work. will definitely pick this up later (or when it releases)

Фото профиля PropHaus
PropHaus3 месяцев назад

Nice! We are still actively working on it, a lot of things to solve still and features to add/tweak/fix

Фото профиля Terry Evans
Terry Evans3 месяцев назад

Looks amazing! Well done.

Фото профиля PropHaus
PropHaus3 месяцев назад

Thanks Terry ❤️

Фото профиля Keläriél Grey | Modern Sarah Connor
Keläriél Grey | Modern Sarah Connor3 месяцев назад

This looks way easier than the built-in block out tools! 😯

Фото профиля EmpireGoBOOM
EmpireGoBOOM3 месяцев назад

I've been looking for something like that for the player for years, but they only ever work in editor mode.

Фото профиля PropHaus
PropHaus3 месяцев назад

This only works in the Unreal Engine Editor, it's purpose is to make placing modular asset packs easier, currently you have to place each actor and use grid snapping. This allows you to quickly build everything and is simple to use.

Фото профиля EmpireGoBOOM
EmpireGoBOOM3 месяцев назад

Well, the Sims proved how much players want to do this as well, so I bet if someone does make a nice runtime version they'll be getting plenty of sales.

Фото профиля PropHaus
PropHaus3 месяцев назад

I could imagine this working on runtime but it is primarily used to make modular buildings using pre-existing kits by us with options to potentially import custom meshes. Are you thinking, cozy house builder game or just a house building mechanic for game makers on Fab?

Фото профиля EmpireGoBOOM
EmpireGoBOOM3 месяцев назад

The latter, it could be great for tycoon games, even survival building games if they creator builds in a camera to pop out so the players can work from the perspective view.

Фото профиля Project ARKAN
Project ARKAN3 месяцев назад

É possível utilizar kit modular customizar, por exemplo um kit que eu mesmo fiz, o addon permite isto ?

Фото профиля PropHaus
PropHaus3 месяцев назад

We plan to allow this, but your assets will need to follow the same rule set as ours, basically wall lengths, inside and outside walls and how windows and doors are split. We are thinking of possibly adding a starter blockout kit for the exact requirements

Фото профиля Project ARKAN
Project ARKAN3 месяцев назад

Estou muito ansioso para usar, alguma previsão de quando vai ser lançado ?

Фото профиля PropHaus
PropHaus3 месяцев назад

No release date yet, still in active development. I'll be posting more on it in future

Фото профиля MI1255
MI12553 месяцев назад

Sims 5 leaked gameplay?)

Фото профиля PropHaus
PropHaus3 месяцев назад

Hire me EA.

Фото профиля Parzoople
Parzoople3 месяцев назад

It's not an individual static mesh per wall segment is it? I created a similar system but it uses 1 single procedural mesh component that renders every bit of wall on a "lot". it uses fancy material logic for window/door cutouts as well though it doesnt puncture collision.

Фото профиля PropHaus
PropHaus3 месяцев назад

Our system is designed to use our modular building packs that are on Fab. The end result is a instanced static mesh. We are also considering the user to choose what the output can be (level instance, seperare meshes etc)

Фото профиля defjuss
defjuss3 месяцев назад

Someone needs to build that for @s8box

Фото профиля COBOX
COBOX1 месяц назад

Building faster is the game. 🔥

Фото профиля Uncle Mac 🟨⛏️
Uncle Mac 🟨⛏️3 месяцев назад

@tropicalvirtual for the ODKamp

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