Bay 12 Games Forum

Dwarf Fortress => DF Modding => Utilities and 3rd Party Applications => Topic started by: Rose on June 23, 2016, 02:46:10 am

Title: Dwarf Portrait
Post by: Rose on June 23, 2016, 02:46:10 am
I'm working on a new utility to view info about your dwarves.

Only shows numeric info right now, but the eventual plan is to have procedural portraits being drawn.

Screenshot:
(http://i.imgur.com/CjPLcUY.png)

Download and install instructions:
https://github.com/JapaMala/Dwarf-Portrait/releases/latest

Source:
https://github.com/JapaMala/Dwarf-Portrait

Requires windows and .net framework 4.5
Title: Re: Dwarf Portrait
Post by: Rose on June 23, 2016, 02:46:49 am
reserved.
Title: Re: Dwarf Portrait
Post by: 90908 on June 23, 2016, 07:34:05 am
So will you have a series of stock body parts that are than color by the system or are you going for a different method?
Title: Re: Dwarf Portrait
Post by: Rose on June 23, 2016, 08:10:01 am
There will probably be different ways of doing it.

first way I'll try to do will be to have stock body parts that the creature is assembled from.

After that, I want to do a more artistic method.
Title: Re: Dwarf Portrait
Post by: Dirst on June 23, 2016, 10:22:32 am
There will probably be different ways of doing it.

first way I'll try to do will be to have stock body parts that the creature is assembled from.

After that, I want to do a more artistic method.
To start, I'd recommend some kind of 2D vector assets that are morphed by the numeric values then stacked like Colorforms.  Some items might need two or three different "base" versions for different number ranges (hard to imaging a nose that would look right when squished narrow and stretched wide).

But I can definitely see a 3D artist or two eventually having a lot of fun with this.
Title: Re: Dwarf Portrait
Post by: AltReality on June 23, 2016, 10:35:00 am
Are you going to use the procedurally generated dwarves in Armok Vision?  Cause that would be incredible :)
Great work Man!
Title: Re: Dwarf Portrait
Post by: Rubik on June 23, 2016, 01:05:21 pm
I have been looking for something like this for a long time.
I hope your works goes well.

Title: Re: Dwarf Portrait
Post by: Zesty on June 24, 2016, 01:55:35 am
I look forward to your progress!
Title: Re: Dwarf Portrait
Post by: Egan_BW on June 24, 2016, 06:56:36 am
Very cool project, I look forward to seeing what you can do with this.
Title: Re: Dwarf Portrait
Post by: tonnot98 on June 24, 2016, 10:22:46 pm
are they going to have curly leg hairs, or straight leg hairs?
Title: Re: Dwarf Portrait
Post by: Rose on June 24, 2016, 10:58:06 pm
They don't have body hair of any kind.
Title: Re: Dwarf Portrait
Post by: Scoops Novel on June 25, 2016, 05:30:00 am
I know you're going to have lots of art assets. Have you considered doing the master stroke and generating 3d models?
Title: Re: Dwarf Portrait
Post by: Rose on June 25, 2016, 09:15:22 am
I have considered, yes.

The biggest issue, which isn't really a huge issue, all things considered, is that the 3D part would have to be a different app.
Title: Re: Dwarf Portrait
Post by: Egan_BW on June 25, 2016, 03:48:37 pm
And then DF was Slaves to Armok: God of Blood again. :P
Title: Re: Dwarf Portrait
Post by: Scoops Novel on June 25, 2016, 05:59:43 pm
Yesss, i think we'e finally summoned him.
Title: Re: Dwarf Portrait
Post by: Rose on June 26, 2016, 06:30:17 am
Title: Re: Dwarf Portrait
Post by: FantasticDorf on June 26, 2016, 06:51:00 am
Kind of funny that the beard itself doesn't have a little sphere beneath the chin to distinguish them from humans if height wasn't a factor to the modelling

Veeery interesting. One other thing, would you ever consider a GUI/UI option to put these portraits broadly in the game identifying off ID?

Thinking along the lines of a Real-Time genre portrait box (that does or doesnt have to be nessecarily animated) in which you could click on it to centre, and then automate the command follow the ID of the dwarf in the portrait even after it has been unselected? (literally a lifesaver since selecting dwarves is frustrating sometimes and opens flexibility to hotkeying dwarves of interest with whatever hotkeys are left on the keyboard/numberpad)

Custom art assets would greatly benefit i imagine. Web-art comic writers, graphic pack designers and novellists could all get involved.
Title: Re: Dwarf Portrait
Post by: Rose on June 26, 2016, 07:28:19 am
More: http://imgur.com/a/TVxqm

Actually, no hair at all is being shown, nor are teeth and tongues. What you are seeing are separate parts for mouth, lips, and cheeks.

I will be having a different way of doing semi-drawn portraits.
Title: Re: Dwarf Portrait
Post by: CLA on June 26, 2016, 07:43:12 am
I love how that's visualizing the way DF sees creatures.
Are you planning to do something with wounds and equipment/inventory?

These kind of mannequins would be immensely useful in both adventure mode and fortress mode as a DFhack UI plugin. Having a direct visualization of the creatures' body parts would make a lot of things easier and more efficient: seeing the wounds of a creature, deciding on what body part to attack (based on which body parts a creature has, where it's armored, and where it's wounded), seeing if your soldiers or adventurer are properly equipped and clothed, and seeing wounds on a glance instead of having to read through a wall of text. I assume it's not trivial to use the code you wrote for such a DFhack plugin.

I don't remember if I ever made a suggestion thread with this, but I did make mockups a few years ago:
http://imgur.com/a/Ol1YO
Maybe they're helpful.

They're obviously optimized for a humanoid shape, but I think a more general approach like you're doing would be better
Title: Re: Dwarf Portrait
Post by: Rose on June 26, 2016, 07:50:32 am
I do plan on showing equipment and wounds eventually, but I'm not sure how this would really work as an ascii interface. Probably easier to just use it alongside.
Title: Re: Dwarf Portrait
Post by: Bumber on June 26, 2016, 08:30:45 am
The Clowns are coming! The Clowns are coming! The bronze colossal Clowns are coming!

Trolls and goblins are particularly terrifying.
Title: Re: Dwarf Portrait
Post by: Rose on June 27, 2016, 02:37:40 am
http://imgur.com/a/dUuEh

Coming along nicely, I think.
Title: Re: Dwarf Portrait
Post by: CLA on June 27, 2016, 04:50:38 am
This is getting better and better
Title: Re: Dwarf Portrait
Post by: Fniff on June 27, 2016, 06:14:49 am
Indeed. Will this work in adventure mode?
Title: Re: Dwarf Portrait
Post by: Rose on June 27, 2016, 08:32:29 am
Indeed. Will this work in adventure mode?

It works in any mode that has a save loaded.
Title: Re: Dwarf Portrait
Post by: Bumber on June 28, 2016, 04:18:28 am
Maybe the tails should be triangular. I was worried they might have been geldables until I started seeing them on females.
Title: Re: Dwarf Portrait
Post by: Rose on June 28, 2016, 07:24:38 am
WPF doesn't have a triangle shape inbuilt. Only ellipses and rectangles.
Title: Re: Dwarf Portrait
Post by: FantasticDorf on June 28, 2016, 07:58:26 am
Just for kicks, have you tried generating giant desert scorpions? Im intrigued as to how they would turn out with the pincers & tail.

Title: Re: Dwarf Portrait
Post by: Rose on June 28, 2016, 09:10:28 am
There  is no giant desert scorpion in DF.

I did bark scorpions, though.
Title: Re: Dwarf Portrait
Post by: FantasticDorf on June 28, 2016, 09:29:46 am
There  is no giant desert scorpion in DF.

I did bark scorpions, though.

The raws still exist however.  DFwiki reference with the raws detailed at the bottom of the page (http://dwarffortresswiki.org/index.php/DF2014:Giant_desert_scorpion)
Title: Re: Dwarf Portrait
Post by: Rose on June 28, 2016, 11:08:32 pm
Oh god, I have this urge to make this in 3D for Armok Vision
Title: Re: Dwarf Portrait
Post by: Bumber on June 29, 2016, 02:08:21 am
WPF doesn't have a triangle shape inbuilt. Only ellipses and rectangles.
Does it do textures?
Title: Re: Dwarf Portrait
Post by: Rose on June 29, 2016, 03:00:47 am
It does,  but at that point, I'd rather just do proper art.
Title: Re: Dwarf Portrait
Post by: Bumber on June 29, 2016, 03:18:59 am
It does, but at that point, I'd rather just do proper art.
Is that in the plans at all? Will there be proper eyes and noses and such? The current faces are kind of crowded, so it's hard to tell what's going on.
Title: Re: Dwarf Portrait
Post by: Rose on June 29, 2016, 03:31:44 am
Yes, there will be proper individualized portraits.
Title: Re: Dwarf Portrait
Post by: Scoops Novel on June 29, 2016, 04:13:22 am
Oh god, I have this urge to make this in 3D for Armok Vision

(http://i.imgur.com/nGKNqUm.gif)

I would put at least 3 cents into this project, and i know u have a patreon.
Title: Re: Dwarf Portrait
Post by: Rose on June 29, 2016, 09:01:33 pm
https://imgur.com/a/QR75k

More facial variations.
Title: Re: Dwarf Portrait
Post by: CLA on June 30, 2016, 03:08:52 am
Are you planning to pretty it up at some point by making assumptions and interpreting the data with some common sense (i.e. an arm and leg is supposed to look like this, a head is on top, the face is in the front, that creature is bipedal, this one is a quadruped digitigrade, etc), or do you want to present the data "as it exists" in DF (spheres connected to other spheres with no sense of order, up, down, front, etc I assume).

I would love to see the latter at least as an option even if it's just to better visualize how DF understands creatures.
Title: Re: Dwarf Portrait
Post by: Rose on June 30, 2016, 03:45:19 am
I will have two modes.

The first one is like this, with data exactly as it is in DF, minus a few things, like teeth.

The second one will have actual artwork, and will be something like "For dwarfs, this is a list of sprites, their locations, and what part they represent."

The second one will give a nice and pretty result, while the first will give you an idea of what different creatures are supposed to be.
Title: Re: Dwarf Portrait
Post by: Rose on July 07, 2016, 03:15:19 am
https://github.com/JapaMala/Dwarf-Portrait/releases/tag/v2.0.0

New release.
Title: Re: Dwarf Portrait
Post by: CharonM72 on July 07, 2016, 04:03:18 am
That's ugly as hell, but extremely interesting.


Which can describe pretty much any aspect of Dwarf Fortress, really.
Title: Re: Dwarf Portrait
Post by: PeridexisErrant on July 09, 2016, 12:27:45 pm
I'd love to include this in the pack I'm working on, but it seems you've forgotten to upload a build for v2...
Title: Re: Dwarf Portrait
Post by: Rose on July 09, 2016, 12:42:53 pm
I am an idiot.

And you are the first person to actually point this out.
Title: Re: Dwarf Portrait
Post by: PeridexisErrant on July 09, 2016, 01:08:29 pm
No worries!  It exposed some inadequacies in my own process, which led to crashes on a missing file... and now logs the error instead.
Title: Re: Dwarf Portrait
Post by: Rose on July 10, 2016, 01:35:30 am
I uploaded the actual build now.

It requires .net 4.5 to run.

If that's a problem, I can target an earlier version.
Title: Re: Dwarf Portrait
Post by: PTTG?? on July 11, 2016, 11:31:02 pm
Nice. Looking forward to meeting my dwarves face to face.
Title: Re: Dwarf Portrait
Post by: Amperzand on July 17, 2016, 10:44:44 pm
Yep, okay, I want to see this progress.
Title: Re: Dwarf Portrait
Post by: DeKaFu on July 18, 2016, 10:30:52 am
I uploaded the actual build now.

It requires .net 4.5 to run.

If that's a problem, I can target an earlier version.
...Well, I don't normally use 3rd party programs, but I'll absolutely be interested in this one once it reaches the actual portrait stage. I love examining my dwarf and other critters' descriptions, but often have trouble actually visualizing them, so this sounds awesome.

That said, I'm limited to .net 4.0 by my OS. I realize I'm just one person, though, so take that as you will.
Title: Re: Dwarf Portrait
Post by: Rose on July 18, 2016, 12:02:25 pm
Yeah, actually 4.5 isn't a requirement, technically. I just build it for that version. I'll make sure the next release is for version 3.5.
Title: Re: Dwarf Portrait
Post by: Inarius on July 18, 2016, 12:12:25 pm
PTW
Title: Re: Dwarf Portrait
Post by: milo christiansen on July 18, 2016, 12:16:05 pm
.NET 3.5 is actually a minor problem on windows 10. It works, but you need to install it from windows update (and if you don't have internet you're screwed unless you use an unofficial installer). What's wrong with 4.0?
Title: Re: Dwarf Portrait
Post by: Rose on July 18, 2016, 12:21:29 pm
Nothing wrong with 4.0

I just assumed that 3.5 would be safer.
Title: Re: Dwarf Portrait
Post by: Scoops Novel on July 23, 2016, 07:30:27 am
If you do 3d models, what's fair game? Movement, combat?
Title: Re: Dwarf Portrait
Post by: Rose on July 23, 2016, 07:50:50 am
Unlikely to be any animation at all.
Title: Re: Dwarf Portrait
Post by: Dirst on July 23, 2016, 02:03:03 pm
Unlikely to be any animation at all.
Maybe just to handle "mannerisms"?  More of an easter egg than a feature :)
Title: Re: Dwarf Portrait
Post by: Scoops Novel on July 23, 2016, 02:55:08 pm
Unlikely to be any animation at all.

Could somebody take what you do and move forward with that?
Title: Re: Dwarf Portrait
Post by: DG on September 14, 2016, 02:56:25 am
This is cool.
Title: Re: Dwarf Portrait
Post by: expwnent on September 20, 2016, 02:50:46 am
Posting to watch.
Title: Re: Dwarf Portrait
Post by: Nagidal on September 21, 2016, 10:41:23 pm
PTW, it's coming along nicely. Good work, Japa. I hope you'll have the time to make it 3D to incorporate this in Armor Vision. Anyway, right now it would be nice to see the size of a Dwarf in the diagram as well for relative size comparison.
Title: Re: Dwarf Portrait
Post by: Rose on September 22, 2016, 12:05:20 am
That is actually a pretty decent idea. I'll try to incorperate it.

Though actually, it won't specifically be a dwarf. I'll just allow multiple selection in the creature screen.
Title: Re: Dwarf Portrait
Post by: Rose on September 22, 2016, 06:04:01 am
Ask and you shall receive.

(http://i.imgur.com/yK9VSka.png)
Title: Re: Dwarf Portrait
Post by: CLA on September 22, 2016, 11:27:00 am
Really useful!
Title: Re: Dwarf Portrait
Post by: CharonM72 on September 22, 2016, 03:49:53 pm
Ask and you shall receive.

Spoiler (click to show/hide)

I'm assuming those are tails...
Title: Re: Dwarf Portrait
Post by: flyteofheart on September 22, 2016, 10:48:33 pm
This is so cool even in its current state. It does help visualize!

For example I had no idea beakdogs were not quadrapeds o.o and seeing kinda how DF logic works is interesting. Thanks for this utility.
Title: Re: Dwarf Portrait
Post by: expwnent on September 23, 2016, 01:20:15 am
The dwarf and the human look the same size to me. Is that right?
Title: Re: Dwarf Portrait
Post by: Rose on September 23, 2016, 02:31:22 am
It's about right. The volume isn't that different.
Title: Re: Dwarf Portrait
Post by: Bumber on September 26, 2016, 01:10:52 am
Ask and you shall receive.

Spoiler (click to show/hide)

I'm assuming those are tails...
Curse you, Urist McVinci! (https://en.wikipedia.org/wiki/Vitruvian_Man)

(Yes, they're tails. The hydra is female.)
Title: Re: Dwarf Portrait
Post by: vite on September 26, 2016, 10:28:23 am
WPF doesn't have a triangle shape inbuilt. Only ellipses and rectangles.
Have you thought about using images and treat the background as transparent, instead of rectangles/ellipses?. You could draw any shape you want.


Spoiler (click to show/hide)
Title: Re: Dwarf Portrait
Post by: Rose on September 26, 2016, 01:41:31 pm
Oh god that's terrifying.
Title: Re: Dwarf Portrait
Post by: Dirst on September 26, 2016, 01:55:15 pm
Oh god that's terrifying.
It was a gelding blow!
Title: Re: Dwarf Portrait
Post by: Bumber on September 26, 2016, 08:09:10 pm
Oh god that's terrifying.
It was a gelding blow!
The severed part sails off in an ark!
Title: Re: Dwarf Portrait
Post by: PeridexisErrant on September 26, 2016, 08:42:54 pm
If this eventually makes it into Armok Vision (as I hope it someday might), I suspect we might use hand-drawn sprites from Stonesense for most creatures, and only generate images for the stranger cases.
Title: Re: Dwarf Portrait
Post by: Rose on September 26, 2016, 09:43:26 pm
You can export now.

(http://i.imgur.com/WhhGMh7.png)
Title: Re: Dwarf Portrait
Post by: jecowa on September 27, 2016, 11:14:53 am
Looks like this app is probably good for verifying that creatures are put together as intended.
Title: Re: Dwarf Portrait
Post by: Dirst on September 27, 2016, 12:45:57 pm
I can only imagine what the layout algorithm would do with a 4-arm stance creature.
Title: Re: Dwarf Portrait
Post by: Rose on September 27, 2016, 01:18:46 pm
It actually doesn't currently know which parts have stance on them, to be honest.

It just goes by part type names, like ARM, LEG, etc.
Title: Re: Dwarf Portrait
Post by: Rose on September 27, 2016, 11:40:55 pm
New release!

https://github.com/JapaMala/Dwarf-Portrait/releases/tag/v2.1.0

Now you can save images directly, and show multiple units side by side.
Title: Re: Dwarf Portrait
Post by: Nagidal on September 28, 2016, 01:11:06 am
Ask and you shall receive.

(http://i.imgur.com/yK9VSka.png)

Good but are you making sure that you don't display twice as voluminous creatures twice as high? If for example we assume that creatures are a cuboid with side lengths of 1, 1, and 2, then a twice as voluminous cuboid of the same side ratio will have side lengths of approximately 1.26, 1.26, and 2.52.

So if a creature has height 1, the twice as voluminous creature would be displayed as approximately 1.26 high.
Title: Re: Dwarf Portrait
Post by: Rose on September 28, 2016, 01:18:23 am
Yes, I am making sure of that. I use the cube root of the volume to decide the relative lengths.

Also, with the exception of wings, everything square is a cylinder with the right volume, and everything oval is a slightly squashed sphere, again with the right volume.
Title: Re: Dwarf Portrait
Post by: Nagidal on September 28, 2016, 01:55:54 am
Yes, I am making sure of that. I use the cube root of the volume to decide the relative lengths.

Also, with the exception of wings, everything square is a cylinder with the right volume, and everything oval is a slightly squashed sphere, again with the right volume.

Excellent. Thumbs up.
Title: Re: Dwarf Portrait
Post by: Roses on October 07, 2016, 02:24:12 am
Two questions:

1. How fast does it generate an image for a creature?
2. Are you planning on adding features for wounds? Just, for example, color coding them like how they are in the game or something?
Title: Re: Dwarf Portrait
Post by: Rose on October 07, 2016, 03:08:12 am
1: pretty fast. Try it out.

2: Yeah, wounds are planned.
Title: Re: Dwarf Portrait
Post by: vite on October 09, 2016, 03:54:43 pm
The App could be used in Armok Vision so that whenever you click on the sprite of dwarf, small window will appear with generated layers/armors/scars/scratches for that dwarf where you can check his health status. Lets say the dwarf lost left arm, so when you click on it, the portrait won't generate Layers(BONE/FAT/MUSCLE/SKIN) for that specific arm. If the dwarf lost skin on the leg(Don't know if it is possible, never played DF to be honest, I am waiting for Masterwork tileset), then just show Layers(BONE, FAT, MUSCLE). If there is scar on its BODY_UPPER, it applies SCAR bitmap on SKIN Layout of BODY_UPPER.

Spoiler (click to show/hide)
Title: Re: Dwarf Portrait
Post by: easykiln on October 09, 2016, 04:04:49 pm
This is cool, although it's pretty uncanny valley rn.
Title: Re: Dwarf Portrait
Post by: Roses on December 27, 2016, 02:18:35 am
Is it possible to alter the program so that it can be run without a game being loaded. By just selecting a raw folder for instance? Also, is it possible to save an image of each race and caste combo in one go?
Title: Re: Dwarf Portrait
Post by: Rose on December 27, 2016, 02:34:02 am
Is it possible to alter the program so that it can be run without a game being loaded. By just selecting a raw folder for instance?
It's theoretically possible, but it would require replicating all the raw parsing logic from the game, which is more trouble than it's worth.
If you just want to view the creatures from a set of raws without bothering to generate a new world, you can use the arena mode.
Also, is it possible to save an image of each race and caste combo in one go?
Yes. Just use shift of control to select more than one race/caste at once, and they will be shown side-by-side.
Title: Re: Dwarf Portrait
Post by: jaked122 on January 08, 2017, 09:04:51 pm
Huh, so you're using WPF?


I would have bet money on just the winforms GDI+ interface.


[/size]WPF doesn't have a triangle shape inbuilt. Only ellipses and rectangles.

In any case, I'm not sure you're aware of the polygon class (https://msdn.microsoft.com/en-us/library/system.windows.shapes.polygon(v=vs.110).aspx) which covers triangles and most of the other sorts of polygons that you might need.
If that's not enough then you might use the path class (https://msdn.microsoft.com/en-us/library/system.windows.shapes.path(v=vs.110).aspx), which is a bit more complex, but lets you do most of the magic which the SVG path element allows for(which includes things like this (http://i.imgur.com/KhUoPxo.png) or this (http://i.imgur.com/4KJmIVq.png)), but it also looks like you ought to be able to make it display an image underneath it's bounds, which is probably useful for this application.
I'd really recommend using both polygon and path, as they're fairly important and the math you might have to write to use it properly will most likely continue to be useful as you add features.
Besides, if you were to chose to move to the path class, then I think it would simplify distorting them to actually resemble the bodyparts they represent.
Anyway, I hope that I'm not coming off as an ass in telling you about this stuff, or that I'm bringing up things you don't use for good reason.
Title: Re: Dwarf Portrait
Post by: Rose on January 08, 2017, 10:21:42 pm
No, these are stuff id have to use eventually, it's just a lot easier to draw a stretched circle or rectangle than to define a custom shape for something.
Title: Re: Dwarf Portrait
Post by: jaked122 on January 09, 2017, 05:13:45 pm
No, these are stuff id have to use eventually, it's just a lot easier to draw a stretched circle or rectangle than to define a custom shape for something.


That's fair enough.
I've been continually impressed with your work for quite some time, between this and your fortress visualizer, you've done some very impressive work.

In any case, I look on with envy as I can't use your tool, being on linux.

Title: Re: Dwarf Portrait
Post by: Rose on January 09, 2017, 05:43:19 pm
Port it?

:)
Title: Re: Dwarf Portrait
Post by: jaked122 on January 09, 2017, 08:05:22 pm
Port it?

 :)


Oh boy, I get to delve into Mono.Cairo, which is a bit different than WPF, though it has all of the vector stuff that I think might be necessary.
I might end up copying your communication code and starting from scratch on the rendering code, if that's not an issue for you.
It'd be nice if you had that part isolated so I could use it more like a library, I can get started on that, but I'm not sure I'd be able to refactor that part out of your project and verify it continues to work for you on windows.
Actually, I'm starting to feel a bit pumped up over this, so if I get your permission to take those bits of code out of your project, then I'll get started soon.
 :D
Title: Re: Dwarf Portrait
Post by: Rose on January 09, 2017, 10:50:17 pm
I released it under MIT for a reason.

Godspeed.
Title: Re: Dwarf Portrait
Post by: Ryga_ on May 08, 2017, 05:33:53 pm
PTW
Title: Re: Dwarf Portrait
Post by: fluffyshambler on December 07, 2017, 07:28:00 pm
Is this dead or are there plans to update it for 44.x?
Title: Re: Dwarf Portrait
Post by: Rose on December 07, 2017, 10:20:55 pm
As soon as DFHack is updated, this will work for the new version.

as for plans to update the program itself to add more features, that's something else entirely. I'd like to eventually, but it's a low priority at the moment.
Title: Re: Dwarf Portrait
Post by: fluffyshambler on December 08, 2017, 02:29:53 am
Ah cool, forgot it required DFHack.
Title: Re: Dwarf Portrait
Post by: Cathar on March 11, 2018, 12:11:44 pm
I was about to propose my humble help into producing assets for Dwarf Portrait. Has your decision to go 3D been taken already?
Title: Re: Dwarf Portrait
Post by: Rose on March 11, 2018, 12:19:35 pm
It has not. In fact, absolutely no progress on this has been made at all.

That said, a version with proper art assets woud probably be better done in something like Unity.
Title: Re: Dwarf Portrait
Post by: Cathar on March 11, 2018, 01:01:47 pm
What kind of proper art assets would you need for such a project, specifically?
Title: Re: Dwarf Portrait
Post by: Rose on March 11, 2018, 07:35:40 pm
If we go 3d, then 3d models for faces, with morph targets, and clothing models.
Title: Re: Dwarf Portrait
Post by: Llamageddon on March 13, 2018, 12:44:29 pm
This looks great. I would actually prefer 2D over 3D, at least to begin with, especially if it is more easily achieved. 2D kind of fits better with the DF theme/mindset IMHO.
Title: Re: Dwarf Portrait
Post by: jecowa on March 13, 2018, 08:34:39 pm
I'm guessing the advantage to 3D would be for the eventual incorporation into Armok Vision. And with Japa having lots of 3D experience, 3D might be a more familiar medium for him.
Title: Re: Dwarf Portrait
Post by: Rose on March 13, 2018, 09:05:47 pm
All the facial deformations are easier to do in 3D
Title: Re: Dwarf Portrait
Post by: Egan_BW on March 13, 2018, 09:34:21 pm
I think 2D probably has a higher chance of looking good, rather than merely functional. Like the randomized faces in Papers, Please.
I suppose there are lots of 3D games where you can change your character's face with sliders and such. Which would fit well with the way DF generates faces, but I don't know if that's only doable by large professional dev teams.
Title: Re: Dwarf Portrait
Post by: Rose on March 13, 2018, 10:18:34 pm
Pretty much all the work for either of them is on the artist, so ultimately it's up to the artist whether its' 2D or 3D
Title: Re: Dwarf Portrait
Post by: Cathar on March 14, 2018, 03:47:54 am
In the case the project can orient on 2D, I can help at a moments notice. For deformations, I assume this can be done with vectors, so the end result would be lossless, pretty much like 3D. Maybe that would require less work, since Dwarf Portraits already does something similar, except with simple shapes instead of vector assets.

So yeah. Just to say I'm available if work can be done.
Title: Re: Dwarf Portrait
Post by: zetathix on February 21, 2020, 04:21:37 am
If this app possible to add a button to save fetched data to JSON would be great, I would like to create a similar project like this app but I'm too stupid to modify the source or find a way to remote the data like you already done.  :'(
Title: Re: Dwarf Portrait
Post by: hertggf on February 21, 2020, 11:36:17 am
Very happy to see this still works flawlessly on 47.03 and the dfhack pre-release!
You can see what your world's necromancer experiments look like using the race tab and filtering by "experiments"
Title: Re: Dwarf Portrait
Post by: ZM5 on May 19, 2020, 03:50:39 am
Very happy to see this still works flawlessly on 47.03 and the dfhack pre-release!
You can see what your world's necromancer experiments look like using the race tab and filtering by "experiments"

How'd you get it to work? I keep getting this (https://puu.sh/FMdym/c1bd9794ab.png) whenever I fetch info, and it doesn't show anything in races. I'm on 47.04 - I remember using this back during 43.05 but now I can't seem to get it to work again.