The purpose of Ward generator is to generate Tang ward without too many modifications. After generation, you are able to create a ward and a set of building clusters blueprint as the children of ward.
The first set of inputs are numerical and define the basic scale and shape of a ward.
GridX | The number of grid in x axis for the block grid |
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GridY | The number of grid in y axis for the block grid |
Grid Size | The size of grid in unreal engine unit |
Vertical Ward Cross Street | The width of vertical street that separates the ward vertically |
Horizontal Ward Cross Street | The width of horizontal street that separates the ward horizontally |
Left and Right Padding | The left and right spacing between wall and houses |
Top and Bot Padding | The top and bottom spacing between wall and houses |
Corner street Spacing | Road spacing between blocks |
The size of the ward is calculated based on number of grids, grid size and how wide the street is.
The road and wall generation uses HDA (Houdini Digital Asset). If the user checked using exist HDA for wall and road generation, the system will automatically generate the HDA in the middle of the ward and generate all the required spline. Then, the ward tool uses those splines as the world outliner input for HDA to generate mesh. The automation stops right here.
The user needs to take the steps further to refine the mesh to apply wanted materials on the mesh. After that, the user can bake the mesh to blueprint and everything is done. For refine and bake Houdini Digital Asset, please check Houdini documentation.
If the users do not want to generate the road and wall from HDA, they can directly apply the mesh they baked from HDA.