I love this so much and yes very much colourblind friendly. Has been very helpful tool in the short time I used it. need to get use to figuring everything out though but BPs are great!
This generator is created for PROCJAM 2018.
Most of the following commands/options are accessible through the context menu.
Press Enter to generate a new mansion. Press Shift+Enter to generate another mansion with the same ground plan.
- Z - generate a small mansion
- X - generate a medium mansion
- C - generate a large mansion
- 1 - Ground level perspective view
- 2 - Default bird eye view
- 3 - Top-down perspective view
- 4 - Orthographic view
- ` - Toggle auto-rotation
- Arrow keys - Rotate the model
- + / - / mouse wheel - Move the camera closer/farther
- 5 - Northern
- 6 - Southern
- 7 - Central
- 8 - Winter
- 9 - Night
- 0 - Random
- S - Toggle shadows
- A - Toggle ground AO
- T - Toggle trees
- E - toggle elevation
- V - Toggle vignetting
- D - Toggle decoration (smoke, flags, lamps etc.)
- W - Toggle "weather effects" (rain, snow, clouds etc.)
- P - Switch to the plan view
- B - Switch to the blueprint editor
In plan view mode:
- Up & Down - switch floors
- Enter - Export plans as SVG
- 1, 2, 3 - Toggle grid size
- V - Turn on/off vignetting
In blueprint editor:
- Shift+click - mark a cell as a tower
- Ctrl+click - marke a wall as a door
- Enter - generate a mansion from a blueprint
- R - create a random blueprint
- Backspace - clear
You can use images created by the generator as you like: copy, modify, include in your commercial rpg adventures etc. Attribution is appreciated, but not required. Please consider supporting this project on Patreon☕!
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Great generator, is it possible to add the ability to import mansion plans? Either using the exported JSON or (preferably) URL params? It would be great to be able to load a mansion that was prepped earlier.
I'll try to implement something like this in the next update.
Hi, thank you for an amazing generator!
is there amyway you can make it so that we can export the obj with uvmap and a flat image texture.
im trying to get your models to play nice with tabletop simulator, and even with blender inbetween its a pain as TTS does not suporrt mtl files.
it would be fantastic if there was an option to download the obj with a properly mapped flat image texture so that the colours schemes can be determined and exported straight from your generator.
So if I understand correctly there are 2 issues, both related to using exported OBJ's with TTS, right?
- Flipped normals when OBJ is first imported in Blender and then somehow imported in TTS. 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. Yes, this is probably related to the fact that there are many open meshes, but open meshes are not "bad" meshes. 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. I can try to add normals data to OBJ explicitly, but I doubt this will help.
- TTS does not support materials, so mansions look untextured when loaded. The problem is that I do not use textures in the generator, instead there are solid color for each triangle of the model. Generating a texture is easy, but assigning uv coordinates for each vertex is a bit harder. Maybe I'll implement it in the future.
thanks for your reply, and sorry to ask you to do more work.
to answer your quesitons
Firstly I used a saved .json from MFGC reimported it into City Viewer and downloaded the .obj output.
if the .obj is directly imported to table top simulator the normals are wrong.
The additional blender step was simply me attempting to fix the normals fast and failing. However after further investigation i think i may have been wrong in my initial post.
Either the normals of the basic .obj output are simply inverted, not random - OR its possible that as this was a new .Obj output file that the normals are different to my first file - you would obviously know more about how your code is handling this.
here are the normals of the same .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. It may be possible that the normals were further screwed up due to me recalculating them, rather than flipping all.
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?
Procgen Mansion - the models seem to be fine or at least there are no flipped walls etc that I have seen.
Textures / materials
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 :).
an 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.
i did find this solution that is supposed to solve the .Obj Mtl texture issue.
GitHub - theFroh/imagepacker: Takes a Wavefront OBJ with textures and attempts to squash them into a single texture file.
but unfortunately i could not get it to work for me :/ but maybe looking at it may be of some help ??
finally I just want to say ...
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, ... one can dream one can dream.... ;)
Sorry that it took me so long to reply to your detailed description of the problem. As I said, I don't specify normals explicitly in obj, they are derived from the vertex order. Yes, I can add an option to reverse that order. Or I can specify vertex normals and that will also allow me to implement smooth surfaces. I'll try both options next time I update City Viewer or Procgen mansion. Maybe I should buy TTS, it's not expensive...
The night time style with lit rooms doesn't light rooms consistently. If you look at corner rooms, often one side will be light while the other is dark, despite being the same room.
Would it be difficult to add a menu for the style options to quickly adjust colors, roof shapes, time, etc?
Any way to download the resulting model(s)?
Not yet. I'm planning to add OBJ export later.
My latest Mansion
Is there anyway to save the file so that you can toggle between the 3d setting and the floor plan?
Thank you for doing what you do! I've donated in the past and I will again!!!
Can only seem to get the blueprint to work. Everything else is a blackscreen.
This means the 3D part doesn't work for you. I don't have a solution for it (it just happens sometimes), but you can try another browser.
Cant seem to get this to work at all - despite no issues with city, village, or dungeon (outside of a few small glitches)
Great job on this. However, I ran into a few glitches:
- I could not get the shift-enter option to regenerate a new mansion from the same floor plan.
- The trees moved and mostly disappeared when I toggled the decorations.
Here's my wish list to help make this great generator even better:
- Generating a cellar or basement level
- Ability to add/delete entrances on the blueprint
- Ability to generate a Grand Entrance on one side of the mansion
- Fireplaces generate connecting to the chimneys
- Style option to generate a hobbit mansion like Bag End
- Style option for half-timbered buildings
I could not get the shift-enter option to regenerate a new mansion from the same floor plan.
Does anything happen at all when you press shift+enter?
The trees moved and mostly disappeared when I toggled the decorations.
The whole scene (including trees) is recreated when you toggle decorations. Sometimes you get more of them, sometimes fewer. Try it several times to get the amount you need.
Generating a cellar or basement level... Style option for half-timbered buildings
That's on todo list.
Ability to add/delete entrances on the blueprint... Ability to generate a Grand Entrance on one side of the mansion
It's probably not too hard to mark entrances on the blueprint, I'll think about it. "Grand Entrance" is an interesting idea, but I'm not sure how it should look (taking style parameters into account".
Fireplaces generate connecting to the chimneys
And that is too hard. Right now chimneys are placed randomly on roofs, but I can't do the same with fireplaces, they would interfere with windows, passages, stairs etc.
Style option to generate a hobbit mansion like Bag End
Can't do it unfortunately (for many reasons). It would be interesting to see a multistorey hobbit mansion...
Does anything happen at all when you press shift+enter?
Actually - it works now. Thanks!
"Grand Entrance" is an interesting idea, but I'm not sure how it should look (taking style parameters into account".
The exterior style shouldn't matter much. The "Grand Entrance" is a room that has a bigger door to the outside (perhaps a double door), and at least one staircase to a higher level. 1
On the outside, it could have a porch, pediment, or pillars to make it more dramatic.
I'm having the same issue voidle is having, the 3D version just shows as a blank black screen for me. Using Google Chrome on Windows 10 Home. My partner is also using Chrome on Windows 10 Home and it worked just fine. No errors in the console as far as I can see.
Is there a way to export the 3d model? Because im not good with architecture.
Yes, I would love to be able to export to 3D! This is the best! You are a Genius!
Yea! Please add a function that does that
Used this before, but now for some reason i can only see the floor panel and Bluprint mode while using chrome. It works 100% on Edge/Explorer, pretty weird
Love this, though I wish we had a French/France style as well
"England", "Italy", "Germany" etc are just names, these style are only distantly related to real regional architecture styles. For example for me "England" looks as much English as French (probably minus the rain). In the future there will be a style editor.
It would be interesting to have the option to change layers in blueprint mode for more control in our custom layouts.
Some buildings look odd, especially the russian snowy ones, because the purpose of steep roofs is to let the snow slide down. But it can't slide down if there is an other wall :-)
Great generators watabou!
It's true for other "styles" as well, because if it's not snow, then it's rain. Well, the algorithm does what it can with a given ground plan :)
The ability to specify what are towers or not is wonderful. Again thank you.
Two things. If you specify at least one tower, could you make it that nothing else other than the marked squares are towers? If no square is marked, then towers as per normal 'random'.
Second, could you do a similar thing for marking whether overhand or not - if you mark one, only the marked are overhangs, otherwise as normal if nothing marked. Sometimes I want the overhangs to be normal, sometimes less overhangs, sometimes in specific places.
Again, this just gets better and better.
Unfortunately, none of them is possible. That is, I don't know a way to implement them with the current algorithm at this moment.
- The idea of the algorithm is to split the ground plan shape into rectangular "wings". Preferably in such way, that they can be "attached" to each other. When there is an unattached 1-cell wing, I turn it into a tower. Otherwise it would look like a small part of the building squeezed awkwardly between its other parts.
- With overhangs it's a bit different (too long to explain without illustrations:)). What I can do, though, is to disable all overhangs. I think it will be added as an option in the next update.
That gives me roughly what I want - in the blueprint, i make sure i have no 1 cell wings unless I want them as towers. And an option for overhangs vs no overhangs would work just fine. Thanks for considering it.
This is great! I don’t suppose you have the source code available? This has inspired me to learn Haxe.
Hello there, amazing work, though was wondering, is it possible to add generation of fences (walls) around mansion? Or make it possible to mark walls of squares as fence or gate tile? Would be really amazing!
I thought about it, but a rectangular fenced area is probably not interesting enough and anything else doesn't match the aesthetics?
Thanks for reply, if rectangular shapea are issue, what if wall or fence may be created between 2 dots on square, so it could co diagonally and if created in a line, apply some smoothing? This generator is so amazing. Want to have castle with bad guys in 3d with custom form and some random servant house and guard hous - boom, done. All that's missing for full mansion experience are walls and gates and wouldbe just perfect!
Would a floor-by-floor blueprint editor be too much to ask?
I'm not sure if I'm doing something wrong, but i can't get anything to show up in the generator (fullscreen or not). This is my first time using it. Do i need to just press the buttons on my keyboard or type them in somewhere? A tutorial would be great too if there's one out there. Thanks!
No, it should display a random mansion on startup, no additional actions are required "to make it work".
Apparently, it just doesn't work for some people. The only idea I have for you is to try another browser, sorry. Later I'll try to build a native version.
First of all I heard about this through Tumblr and I must say it's yet another wonderful program by you! I can see myself using it in tabletop games. There's just one issue. The SVG export seems broken (I've Win10). All it generates is a blank page with number 1 through 4. Even when using GIMP. Which poses a slight issue if you wanna keep the thing baring screen shots.
Yeah, it was broken (I deleted a piece of code by mistake), sorry. It should be OK now.
I am having no problems with this great generator, till 3 days ago, when all my saved svg plans suddenly look like this, no matter what i do. I has worked properly before, but not now. I have windows 10, and there has been an update since then, but it has not normally been a problem before (though with Windows, i admit anything can happen. I have restarted my computer several times with ne effect. Is anyone else having this problem?
I'm unfortunately unable to see the 3D versions of the mansions- I can see floor plans and blueprints fine, but the 3D version just doesn't appear onscreen at all. I get empty nothingness.
Do you get any messages/warnings in the browser console?
I get the warning "ProcgenMansion.js:276 The devicemotion events are blocked by feature policy." with a link to a github page about policy controlled features in browsers.
No, this shouldn't be a problem. It's just a warning, I get it too and it doesn't prevent the generator from working in my browser (browsers - Chrome, Opera, Edge, Safari). Apparently, it just doesn't work for some people. The only idea I have for you is to try another browser, sorry. Later I'll try to build a native version.
Just 2 thoughts (for now). Could you specify towers on or not, at the beginning of the creation process and at the blueprint stage; and the same for overhangs - sometimes, I like them, sometimes not.
It would be easy (trivial) to reserve specific cells on a plan for towers, it's a bit harder to come up with a simple UI for it - I don't want to invest too much time on menus, dialog windows etc.
About overhangs: I agree that in many cases they look excessive and inappropriate. On the other hand, they make the overall shape of a building look more interesting (on average). Ideally there should be a command to make turn a specific overhang into a normal... wing, but again it's a question of UI.
I'll thinks about it.
The blue print offers even more options - I so love this (and I can save the plans fine now). Is there a chance that one day we can either add our own blueprints, or even better, just fill in the squares we want as the 'footprint'. Sorry to be greedy.
You can fill in the squares now if you click!
As @headzombie said, that's what this editor is: click a cell to invert it or click and drag to draw, then press Enter to build a mansion from that blueprint.
A wonderful generator - here is a villa made from it - early days yet, but this is using the generated data unchanged.
One problem - exporting the plan by pressing Enter while in plan view worked beautifully - till just now. No matter how many times I reload the whole programme, I still have the same problem. I would love an answer, even if it is not your generator doing this. But the rest of my computer works fine.
I also love your one page dungeon, though I would like a download into SVG if possible, so I have a vector copy.
Sorry to hear that exporting has stopped working for you. Do I understand you correctly - everything works as before, but hitting Enter in the plan mode does nothing? I haven't changed anything there and I don't experience this issue. It is possible that your browser prevents "unauthorized downloading", then it means that some browser setting has been changed.
SVG export in 1PDG was requested more than once, so it will be implemented eventually if there won't be technical problems with that.
Great! I would love to see these buildings using your city viewer in a generated city.
I made this and 4 more floors with your generator and the mac "preview" app. You are amazing and thank you!
I love all of your generators, and really like the editing feature of the city generator. Would it be possible to add something similar to that to the mansion, so that you could alter the shape? I don't do programming myself, so I don't know if that's a really difficult thing to do.
In this generator a mansion is fully defined by its ground plan (+ style settings such as colours, roof shape), everything is derived from it - how many floors there will be, into what rooms each floor will be split etc. It's relatively easy to implement a ground plan editor, it would look like a grid with square cells to check/uncheck. But it seems to me that's not what people would expect from a "mansion editor". Anyway, I will consider it.
i think that would be a fantastic idea i have been dieing for a map generator like this for rooms etc. and being able to make the buildings the way i wish especially with that visual would be a time saver you would kill for.
Not to be that guy, but the description says "greed size", not grid size. I love all of your programs, but the typo seems easy to fix.
This is brilliant, are you able export the mansion as a model or something?
How possible and difficult would a middle eastern / far eastern courtyard style mansion be to add?
Mansions with courtyards are generated sometimes, but they don't look like anything eastern. To make them look eastern the overall style needs to be changed - doors, windows and most of all roofs.
Hmm how do you decide where the front should be? but awesome tool.
One of the flaws of the generator is that none of these mansions have a well-defined front.
This is an awesome tool for making quick interior designs for homes in tabletop games.
Adding a grid option for direct tabletop use would be incredible.
Thanks for all your work.
@watabou you reign supreme as Lord of the Generators in itch.io land. I seriously love all the generators you've constructed over the years. They're so awesome and so useful. You rock!