Bay 12 Games Forum

Dwarf Fortress => DF Modding => Utilities and 3rd Party Applications => Topic started by: Rose on December 11, 2014, 11:09:20 am

Title: Armok Vision Project, on Hiatus.
Post by: Rose on December 11, 2014, 11:09:20 am
User Survey (https://goo.gl/forms/Olo2LONurpjiSLTz2)


So I'm working on a 3D dwarf fortress Visualizer, using Unity.

Now with detailed dwarf sprites!
(https://i.imgur.com/WThk2KD.png)

If you would like to support this project, you can visit my Patreon page Here (https://www.patreon.com/japamala)

Also Discord (https://discord.gg/rMpYGHy)

Spoiler: Changelog (click to show/hide)

What set this apart from other visualizers is that:

- It reads the map in realtime, much like Stonesense
- It does not run within DF, but as a separate program, communicating with DF through fast network interfaces.

Current list of planned features, in order of importance/order of implementation:

- 3D map, slice-able at any layer, much like Stonesense and normal DF. Done.
 - Camera angles that include DF top-down, with and without perspective, and Stonesense Isometric.
 - Sprite based units that use the rather powerful Stonesense sprite system, optionally showing full outfits on all your dorves.
 - Some way to control DF through the program. This can be either done by directly copying over the game UI, or with a more advanced interface. Obviously the first is easier.

I am choosing to concentrate on only showing a small portion of the map, for performance reasons. If it eventually becomes possible to show the entire fortress at once, great, but that isn't the aim.

Art style isn't yet fixed at all, and if any artists want to help out, they'll have the most say, but I'm currently leaning towards similar to Stonesense's bright colors and simple shapes.

Spoiler: Old Screenshots (click to show/hide)

Downloads for all operating systems. (https://github.com/JapaMala/armok-vision/releases/latest)

The project is hosted at https://github.com/JapaMala/armok-vision, but may depend on DFHack features that can be found in the development branch of DFHack.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on December 11, 2014, 11:09:37 am
Reserved.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Itnetlolor on December 11, 2014, 12:56:00 pm
After your work with IsoWorld and your help with the other projects, I look forward to it.

Might motivate me to take on some megaprojects again when I get around to it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: hda on December 11, 2014, 07:45:57 pm
Marvelous, keep goin! :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: lethosor on December 11, 2014, 08:01:14 pm
... depends on DFHack features that can be found in my branch of DFHack, at https://github.com/JapaMala/dfhack
Out of curiosity, what are you referring to? The master branch is the only recently-updated branch, and I can't find any commits (https://github.com/JapaMala/dfhack/commits/master) related to this.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Vattic on December 11, 2014, 08:19:35 pm
Very interesting.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Meph on December 11, 2014, 08:48:57 pm
Posting to follow.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: WillowLuman on December 11, 2014, 08:53:27 pm
Gonna have to keep an eye on this.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on December 11, 2014, 09:47:10 pm
... depends on DFHack features that can be found in my branch of DFHack, at https://github.com/JapaMala/dfhack
Out of curiosity, what are you referring to? The master branch is the only recently-updated branch, and I can't find any commits (https://github.com/JapaMala/dfhack/commits/master) related to this.

Derp, didn't push my commits. Corrected now.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on December 12, 2014, 02:30:20 am
Added some screenshots
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on December 12, 2014, 10:39:08 am
Triple post means initial proof of concept release!

http://dffd.wimbli.com/file.php?id=10237
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Cryxis, Prince of Doom on December 12, 2014, 11:46:33 am
ptw
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Graknorke on December 14, 2014, 09:36:16 pm
magic
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Meph on December 15, 2014, 10:18:02 am
Does it show creatures/items/plants as well?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on December 15, 2014, 11:05:11 am
Currently? No.

In the future? Yes.

Right now, all it does is very very basic terrain rendering. I hope to eventually get a full renderer replacement.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Meph on December 15, 2014, 11:38:30 am
Ignoring animation for now, would this mean that people could contribute 3D models?

Something like this?
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Vanst7 on December 15, 2014, 12:28:40 pm
oh nice!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Ysyua on December 15, 2014, 08:59:32 pm
I cannot be the only person thinking about how nicely this could work with mifki's UI magic.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on December 15, 2014, 09:11:56 pm
Ignoring animation for now, would this mean that people could contribute 3D models?

Something like this?
Spoiler (click to show/hide)
At the moment, I don't plan on using 3d models for creatures, because sprites are much easier to work with, but I may eventually change my mind on that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Max™ on December 16, 2014, 12:07:55 am
Damn dude, done did delightfully depth-enabled dorfiness!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Meph on December 16, 2014, 10:26:06 am
Sure thing that 3D models are much more work, especially with textures. If you want to use sprites, wouldnt the stonesense sprites work?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Scoops Novel on December 16, 2014, 12:15:49 pm
Bravo you goddamn legend.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: WillowLuman on December 16, 2014, 12:34:49 pm
Sure thing that 3D models are much more work, especially with textures. If you want to use sprites, wouldnt the stonesense sprites work?
Current list of planned features, in order of importance/order of implementation:

 - 3D map, slice-able at any layer, much like Stonesense and normal DF.
 - Camera angles that include DF top-down, with and without perspective, and Stonesense Isometric.
- Sprite based units that use the rather powerful Stonesense sprite system, optionally showing full outfits on all your dorves.
 - Some way to control DF through the program. This can be either done by directly copying over the game UI, or with a more advanced interface. Obviously the first is easier.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Meph on December 16, 2014, 12:51:23 pm
Thanks HugoLuman, either I overlooked this or Japa did edit the first post since I read it. :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on December 16, 2014, 10:01:02 pm
I have the ability to color the terrain now.

Todo: Colors that actually make sense.

Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Naryar on December 18, 2014, 07:35:01 pm
Will it not kill our FPS (especially in an old, populated fort) like running a second dwarf fortress ? In theory it sounds amazing but i fear it may be too good to be true.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on December 18, 2014, 09:47:26 pm
So far, there is a slight hit. Mostly from copying data.

IIn terms of cpu, if you have two or more cores, and a decent gpu, you should be fine on that end.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Polemicist on December 20, 2014, 06:12:57 pm
Are there camera restrictions? Can we bind a wasd format and walk around our fortresses at some point?

By the way, you're great and this is rad.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on December 20, 2014, 09:01:27 pm
Right now, it's locked to a copy of the DF viewport, but more view options is just a matter of figuring out a way to switch between them.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Scoops Novel on December 31, 2014, 10:54:29 am
Will this extend to items? Adventure mode inventories?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Delta_02_Cat on January 01, 2015, 07:56:22 am
WOW! That is a great project!
Keep up the great work :)
 
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: SalmonGod on January 04, 2015, 12:08:40 am
PTW

This is exciting stuff.  Seeing forts in proper 3d would be glorious.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Cryxis, Prince of Doom on January 04, 2015, 01:05:16 am
I have the ability to color the terrain now.

Todo: Colors that actually make sense.

Spoiler (click to show/hide)

It's so beautiful *^*
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 07, 2015, 10:49:08 am
I have the ability to color the terrain now.

Todo: Colors that actually make sense.

Done. (Mostly)

Spoiler (click to show/hide)

This is also the first of the stonesense content files I'll be adding support for loading (No need to make extra work, after all).
Once creatures are put in, they will also use the stonesense content copied over.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: CharonM72 on January 07, 2015, 10:37:16 pm
PTW.

This looks so sexy.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 09, 2015, 11:58:56 am
Here's what undeground looks like with the default view.

Spoiler (click to show/hide)

Does anybody want another release?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: SalmonGod on January 09, 2015, 10:30:30 pm
I'd like to see this continue.  What would be really neat is if you could export sections as objects for working with in 3d software.  I've always fantasized about doing a DF comic something like Matul Remrit, and that would be an amazing tool.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 09, 2015, 10:42:13 pm
Oh, I'm not gonna stop working on it. I was just wondering if anybody wanted a release as-is.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: CharonM72 on January 09, 2015, 11:18:56 pm
Are you planning to add textures to it?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 09, 2015, 11:24:37 pm
Yeah, once I get around to proper content creation.

right now, I'm concentrating more on things like making it not slow as balls, and being able to load content from external sources, and not running out of memory and crashing after you use it too long.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Putnam on January 09, 2015, 11:58:03 pm
Premature optimization is the root of all evil, heh. I think textures might be good to add before you get to that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: CharonM72 on January 10, 2015, 12:10:51 am
While we're at it how about some lens flares and motion blur? FXAA, displacement mapping (none of that normal map crap), and of course HDR lighting as well as Dolby 8.1 surround-sound rendered music and sound effects are a bare minimum before any optimization should be considered.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 10, 2015, 12:28:14 am
Out of those, I at least want to be able to load external meshes, so modders can play with it.

If somebody wants to make textures meshes in the meantime, though, feel free. I suck at textures.

all textures need to be on a single image file, and models for the tiles should be UVed accordingly.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Orange Wizard on January 10, 2015, 12:58:04 am
Oooh, nice. Will be watching with anticipation.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 11, 2015, 03:25:25 am
I finally got things to only update when stuff is changed. Now things can almost run realtime!

Obligatory screenshot of something.
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Max™ on January 11, 2015, 09:50:18 pm
So what you're basically telling me is you're a wizard, and you're almost ready to pull a rabbit realtime rotatable/zoomable stonesense +1 type of thing out of your hat?

Hmmm, I bet we're gonna need a beautiful assistant to cut in half soon.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 11, 2015, 09:56:32 pm
Well, I don't know about almost, but it's what I eventually hope to get done.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Darthlawsuit on January 11, 2015, 10:51:15 pm
Just make sure it uses a different CPU than DF uses or it will be too slow to use.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 11, 2015, 11:15:01 pm
That's automatic.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Hommit on January 15, 2015, 08:28:20 am
If somebody wants to make textures meshes in the meantime, though, feel free. I suck at textures.

all textures need to be on a single image file, and models for the tiles should be UVed accordingly.
Can't you use stonesence textures? Even if for example
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: ArmokGoB on January 15, 2015, 08:19:31 pm
...by Armok's beard
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 15, 2015, 08:36:05 pm
If somebody wants to make textures meshes in the meantime, though, feel free. I suck at textures.

all textures need to be on a single image file, and models for the tiles should be UVed accordingly.
Can't you use stonesence textures? Even if for example
What textures?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Timeless Bob on January 16, 2015, 09:50:59 pm
This is beautiful work, japa.  Well done!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Showbiz on January 18, 2015, 05:45:14 am
ptw

looks awesome
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 19, 2015, 11:39:54 pm
Metal walls.

Probably will look better with some texture variation, but I haven't gotten that part working yet.
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Cryxis, Prince of Doom on January 19, 2015, 11:52:23 pm
Those trees look great >->
The wall is nice too
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 20, 2015, 12:24:10 am
I know, right?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Orange Wizard on January 20, 2015, 12:38:50 am
This is coming along splendidly, huh.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: PeridexisErrant on January 20, 2015, 06:33:20 am
You, I, uh, wah...  I don't have words, this could be even bigger than TwbT  (and I did *not* expect to be saying that any time soon). 

Watching with a great deal of interest.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: My Urist Eternal on January 20, 2015, 09:04:55 am
OP, you are like a god to me. I am reminded of the words of Joyce: "Welcome, O life! I go to encounter for the millionth time the reality of experience and to forge in the smithy of my soul the uncreated conscience of my race.”

PTW
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Scoops Novel on January 20, 2015, 03:46:53 pm
oh baby
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Magnumcannon on January 20, 2015, 07:26:43 pm
PTW
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 20, 2015, 11:36:41 pm
Now there's a difference between smooth and rough floors. (Also walls)

Todo: better rough floors.
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: CharonM72 on January 21, 2015, 06:31:13 am
My god, it's full of stars
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 21, 2015, 09:27:15 am
Better rough floors done.
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Meph on January 21, 2015, 09:44:55 am
If people wanted to contribute 3d models for this, be it plants, items, creatures... what format do they need to be in?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 21, 2015, 10:11:23 am
Anything Unity supports is fine right now, but I eventually want to load models at runtime, which should be OBJ files.
Tiles are 2x2x3 meters on a side.

Creatures are planned to be flat sprites.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Scoops Novel on January 21, 2015, 10:43:03 am
Rendering movement and combat still out of the question then.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 21, 2015, 11:18:53 am
(http://www.cramer-institute.com/TheSandbox/images/FightCloud_000.jpg)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: funkydwarf on January 21, 2015, 12:37:11 pm
 :D

Love the project, love the fight sprite!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Scoops Novel on January 21, 2015, 02:06:54 pm
:D

Love the project, love the fight sprite!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Vattic on January 22, 2015, 02:52:04 am
Makes me think of the Bubsy games and the first Toejam and Earl.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Cryxis, Prince of Doom on January 23, 2015, 11:27:49 am
So what do critters look like on there? or are they not put in yet?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 23, 2015, 12:03:54 pm
Not put in yet, but they'll use the same sprites as stonesense when they do, because that's the only way to get art for all of them.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Cryxis, Prince of Doom on January 23, 2015, 12:10:48 pm
will they be 3D? or just flat?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 23, 2015, 12:14:42 pm
Just flat, unless somebody wants to make hundreds of 3D models.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: BlitzDungeoneer on January 23, 2015, 12:19:41 pm
This...
This is glorious.
ALL HAIL JAPA
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Alzapua on January 24, 2015, 08:51:01 am
You got some neat stuff going on here. I worked on some Unity games in the past and I'm an experienced 3D artist. I would love to create a full 3D version of this game, but I talked to some programmers and it's probably too design-heavy and too much for a small team with a full time job besides it. I was actually thinking about using Houdini for designing the mine system underground (I believe houdini also has a plugin for unity). And I could easily create most visuals, but I know nothing about programming, so that's as far as I could get. I think a 3D visualiser like this is cool of course, but it would be brilliant if it had all the interactivity you have inside DF itself. So that you don't have to deal with the dwarf fortress window at all and just get the entire interface in Unity. But since I think this would be too much for the average PC, I started thinking about creating a more optimised game in 3D. With a big focus on visuals. Probably never going to happen, though. Have you thought about this too, perhaps?

By the way, say if one would create 3d models, what would be desired resolutions, to have it remain at an acceptable performance? I have no idea what it means render wise if you throw the screen full of shiny minerals and characters. Although most blocks could possibly use the same texture maps (for example all tiles of stone could use the very same normal map and specular map, having only a different color but the same structure).
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 24, 2015, 10:25:28 am
The only hard limit on the models is 255 vertices, because a 16x16 group of tiles is merged together in Unity for performance reasons, and together they can't have a total vertex count exceeding 65k.

Besides that, just keep within a reasonable polycount.

I'm using a PBR shader for textures, which takes a color map, a roughness/AO map (red and blue channels, respectively) and a normal map. The color map is multiplied by the material color, which also sets weather the material is metal or not.

The color map is chosen according to material, and the roughness/ao/normal maps are set by tiletype.

Models should be made assuming no tiling textures, due to the way the textures are assigned, and should assume when modelling that they use the whole texture.
During runtime, the UVs are transformed to a texture atlas.

If you need any other info, let me know.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: k33n on January 24, 2015, 07:29:11 pm
Here's what undeground looks like with the default view.

Spoiler (click to show/hide)

Does anybody want another release?

There is a certain visual appeal about the simple blocks and textures which is totally coherent with the style of ascii DF.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Alzapua on January 24, 2015, 07:32:39 pm
-Is there any possibility to add specular maps to the materials? since this will make a big difference in how fancy you can make for example gems. When you use colored specular.

Models should be made assuming no tiling textures, due to the way the textures are assigned, and should assume when modelling that they use the whole texture.
During runtime, the UVs are transformed to a texture atlas.

This is a bit unclear. Do you mean that, taken into account this texture atlas, every side of a piece of stone wall, for example, should be the same texture? Normally, I don't know why you would use tiling textures on a single model which is just one piece of something, like is the case in dwarf fortress. I assume that, when you place more of the same blocks next to each other, it will look like it's tiling, if you textured in the proper way.

edit: although my inclination would be to use tiling on a wall tile of 4 sides, using the same map for every side. I'm a bit confused.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 24, 2015, 09:57:01 pm
-Is there any possibility to add specular maps to the materials? since this will make a big difference in how fancy you can make for example gems. When you use colored specular.
There is specular, but it works a little differently than
the way traditional specular works. gems would use a colored diffuse map, and a very shiny but uncolored specular map. I'll try to get an example together.
Models should be made assuming no tiling textures, due to the way the textures are assigned, and should assume when modelling that they use the whole texture.
During runtime, the UVs are transformed to a texture atlas.

This is a bit unclear. Do you mean that, taken into account this texture atlas, every side of a piece of stone wall, for example, should be the same texture? Normally, I don't know why you would use tiling textures on a single model which is just one piece of something, like is the case in dwarf fortress. I assume that, when you place more of the same blocks next to each other, it will look like it's tiling, if you textured in the proper way.

edit: although my inclination would be to use tiling on a wall tile of 4 sides, using the same map for every side. I'm a bit confused.
I mean that you shouldn't have the same texture tiling multiple times on the same face. If you open the UV editor, none of the UVs should extend out of the base texture.
If you want different parts of the model to use different textures, then they should be different objects, though that logic isn't implemented yet, so I don't know exactly how it will function.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 24, 2015, 10:42:58 pm
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Max™ on January 24, 2015, 10:47:31 pm
I'm curious if you've heard what Toady thinks of this, and I love the blues on the metal one... that's the same sort of colors I picked for my first modded metal earlier today actually.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Raidau on January 25, 2015, 01:49:03 am
Could you make some sort of user-friendly system of extentions to your visualizer? At least a place where users can put their models and the programm checks them and uses as graphics for appropriate item/material/creature? Could you implement sprite graphics for certain objects (Like item graphics in minecraft)?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 25, 2015, 02:02:14 am
I'm making everything moddable, using a content loading system based off of Stonesense, using XML files.

As for sprite graphics, I'll have to see, but it makes sense to use them for items.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Plo on January 25, 2015, 06:35:16 am
would be cool to have some sort of data templating, so that users could extend the templates and add stuff like speech balloon with additional info
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Scoops Novel on January 25, 2015, 07:00:42 am
You got some neat stuff going on here. I worked on some Unity games in the past and I'm an experienced 3D artist. I would love to create a full 3D version of this game, but I talked to some programmers and it's probably too design-heavy and too much for a small team with a full time job besides it.
...

 And I could easily create most visuals, but I know nothing about programming, so that's as far as I could get.

I wouldn't throw out the idea of patreon to be honest, assuming toady's fine with it.

Japa, have you thought about some adventure mode specific features? Like maps and inventories?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 25, 2015, 07:33:10 am
Regarding collecting money and stuff for Utilities, Toady had this to say:
I was asked to come in and weigh in on this.  I don't have a problem with the app as it regards "gutting" DF.  Looks cool!  The main problem we have with people selling "Dwarf Fortress" stuff is that sometimes people assume we are seeing part of the money, which is bad for us.  Along those lines, we'd not want people to be confused that they are buying a complete mobile version of DF, as people might again assume they are contributing to Bay 12 when it is not the case.  The sale of DF apps/mods in general gives me an uncomfortable feeling, but that's probably all it amounts to.  On the other hand, overall, these sorts of efforts are good for the game.  These are the issues, anyway.  If somebody had something specific they wanted permission for now or when the time is right, I can handle that via email or PMs.

And just to be clear, I'm not sure what the plans were overall, but we are completely against anybody selling DF itself, however it is bundled.

That said, I myself am not comfortable taking money for anything DF-related I do.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Orange Wizard on January 25, 2015, 07:40:25 am
You'll just have to be content with appreciation, then.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Alzapua on January 25, 2015, 10:36:45 am
...I wouldn't throw out the idea of patreon to be honest, assuming toady's fine with it...

I get your point, man. I wouldn't have any idea what toady would think about that. But the way I see it, is toady is a source of inspiration, if anything. I'm just all about developing ideas. As much as I love dwarf fortress and the work that toady did, there is always room for improvement. Why would a 3D visualizer be anything different than an entire separate game? As soon as you are going to limit yourself in the possibilities that you have, it will slow/stop the creative growth of our creations. If I was toady, I would be proud if people were inspired enough to improve my game.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on January 25, 2015, 12:53:29 pm
For me, it's not so much about limiting myself, though I am, a bit, but more that I don't have the skillset to make a full game on my own, other than maybe something really simple. A full-on strategy game of the scope of something like DF is a bit beyond me.

If there was a project I could join and help out with, that'd be different, but as it is... It's a bit daunting.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Meph on January 25, 2015, 01:16:27 pm
If I were you, I'd start going around different GFX forums and post about the project and ask people if they want to contribute models.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Putnam on January 25, 2015, 03:40:38 pm
...I wouldn't throw out the idea of patreon to be honest, assuming toady's fine with it...

I get your point, man. I wouldn't have any idea what toady would think about that. But the way I see it, is toady is a source of inspiration, if anything. I'm just all about developing ideas. As much as I love dwarf fortress and the work that toady did, there is always room for improvement. Why would a 3D visualizer be anything different than an entire separate game? As soon as you are going to limit yourself in the possibilities that you have, it will slow/stop the creative growth of our creations. If I was toady, I would be proud if people were inspired enough to improve my game.

I'd tread lightly when it comes to visualizers-becoming-games. Last time that happened (http://www.bay12forums.com/smf/index.php?topic=58796.msg1310378#msg1310378), it was... not pretty. It's sort of a thin line between jumping point and plagiarism.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Scoops Novel on January 25, 2015, 03:49:38 pm
Broken link, but point taken.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Alzapua on January 26, 2015, 09:43:24 am
I'd tread lightly when it comes to visualizers-becoming-games. Last time that happened (http://www.bay12forums.com/smf/index.php?topic=58796.msg1310378#msg1310378), it was... not pretty. It's sort of a thin line between jumping point and plagiarism.

Maybe I just shouldn't have used the term 'remake' then. I was just thinking out loud. I just see Toady as an inspiration, and I think sooner or later, there will be a game very similar to dwarf fortress in depth, but just with beautiful graphics. Toady had inspirations himself, too. On which he improved. Now it's other people's job to take from Toady as well. It's just the dynamic of life. One day, Toady will quit or die... what then? His work will live on forever.

I think plagiarism is only when you make exact copies of something and publish it as your own. I don't think that's got anything to do with this. Although it would probably considered immoral if you post your own projects on here when it has nothing to do with dwarf fortress. Whether that game is like dwarf fortress or not.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Meph on January 26, 2015, 12:20:20 pm
Easiest way is to just ask Toady directly. Thats what I did when I ran my two donation drives (I based the idea of the animal donation drive that Rainseeker did). I told Toady beforehand about what I was planning to do, which was gathering donations to enable me to work full time for 2 months on mods. He was ok with it, as long as the details are handled outside of bay12, for responsibility issues I guess. So if you make the "Give money for 3D DF"-thread, it would be bad, but if you add a link to a patreon in your sig/this thread, I'd like to think that it would be ok.

The community itself might react differently though, I got several bad comments about leeching money away from Toady, even if all donations that I got combined over the years are less than what he gets in a month.

Edit: Just noticed that I still got the donate link in my sign. So yeah... :D Toady never minded that. But if I dont make any updates, I dont get donations either. The last one was over 4 months ago.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: funkydwarf on January 26, 2015, 04:00:45 pm
Alzapua

read around the forums, and the game before deciding you should make a game.

You will note that

1. Toady is not done
2. Toady is on fire right now
3. Another modder is working on a way to use external ui, for iphone first but he plans to release the code, allowing someone to integrate new UI into various visualizers should they desire.  We are closer than ever to a graphical DF.


If you think you can find anyone to make this style game better than Bay12, ask how that worked for the devs of such clones as towny, gnomoria, etc etc. and ask any competent DF player that has played those crapshows how they compare to the depth and controllability of DF.
     
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Alzapua on January 26, 2015, 05:37:22 pm
I was only thinking out loud and I didn't make anything remotely related to a decision. I didn't mean to give this impression. Right now I'm only interested in hypothetically creating some models for this initiative. Even if I were interested in starting a serious project, it would remain a hobby and I am not at all interested in financial gain. So, I'm sorry for derailing the discussion here with my very first post on this forum :P.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Scoops Novel on January 26, 2015, 05:45:05 pm
We are closer than ever to a graphical DF.

I am become death xD
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on February 05, 2015, 11:48:05 am
Just finished adding in a system that allows you to, for example, apply one texture to everything that's marble, except for, say, stairs, which get something else.

This will allow me to have things like random variation, and properly working ramps.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Itnetlolor on February 05, 2015, 02:06:26 pm
This is sounding more awesome the more I read it. Keep up the good work.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Azereiah on February 05, 2015, 03:08:35 pm
Just saw this today.

I'd like to suggest that if you DO go with 3D models for creatures, you should make them simple - same torso sizes, head shapes, etc. for creatures that can wear armor, with year 2000 style segmented bodies to show dismemberment.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Orange Wizard on February 08, 2015, 03:37:21 am
Posting to give Japa my continued encouragement because he's awesome.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on February 08, 2015, 11:17:42 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Cryxis, Prince of Doom on February 08, 2015, 11:22:11 am
That's a map correct?
As in a full world map?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on February 08, 2015, 11:28:35 am
No, just a fortress.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Cryxis, Prince of Doom on February 09, 2015, 01:01:50 am
Is it the little map off the side?
(Don't know what it's called... Minimap?))
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on February 09, 2015, 01:12:34 am
No, it's just the fortress, but I was experimenting with random variation, so you can have things not all be a single flat plane of grey.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on February 09, 2015, 01:18:26 pm
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on February 10, 2015, 10:04:05 am
Spoiler: Also water (click to show/hide)
Spoiler: And lava (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: IDDQDwarf on February 11, 2015, 10:41:47 am
Very interesting. Monitoring this thread
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Orange Wizard on February 12, 2015, 02:49:41 am
Is that the Minecraft lava texture?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on February 12, 2015, 02:51:02 am
Not intentionally

But they're both probably taken from the same source and downscaled.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: PeridexisErrant on February 12, 2015, 03:09:54 am
Any chance of a test / preview build for current DF + DFHack?  I don't want to distribute it (until you say it's ready, anyway), but it would be lovely to have a newer demo version.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on February 12, 2015, 03:40:09 am
Honestly, the only reason I haven't made another release was because nobody was asking for one.

I'll make another release soon.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on February 12, 2015, 07:47:44 am
Spoiler: Got water working. (click to show/hide)

I'll make a release as soon as add different terrain layers.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Cryxis, Prince of Doom on February 12, 2015, 08:15:42 am
That's freaking awesome with the ramps and the liquids and all dat awesomeness
Keep up the good work
*attempts high five


Also is that new one with the water a chunk from the testing arena?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on February 12, 2015, 09:14:13 am
Yeah, it is.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on February 13, 2015, 01:33:11 am
Spoiler: Have some greenery. (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: macscarfe on February 13, 2015, 08:03:55 am
Okay it's official, I'm now getting excited about this ... for what that's worth  :P
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: Rose on February 13, 2015, 09:08:00 am
New version is uploaded, requires DX11 and DFHack 0.40.24r2

If the DirectX version is a problem, I'll try to get it working right on DirectX 9.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Itnetlolor on February 13, 2015, 02:30:03 pm
Okay, I gotta get back to playing again, and working on some AG scenery ideas; like a small patch of dwarven condos or something. After all, I'm embarked in a pretty nice little spot not too far from the ocean adventurer-travel-wise.

Oh, and doing a recent prospect to see what industry I could run on my fortress; it looks like the Golden Towers Condominium complex is a potential project. Royal suites for everybody. I've never seen so much native gold in a single location before. Come and think of it, do metals have a different shine compared to (rough and smoothed) rocks and wood (wood blocks being more polished)?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: lethosor on February 13, 2015, 03:52:52 pm
Got this to work on OS X (using the Windows build of Armok Vision under Wine and an updated remotefortressreader plugin):
Spoiler (click to show/hide)
Japa, would you be able to provide native builds of the visualizer for OS X and Linux? I can provide updated versions of the DFHack plugin (although I'm not sure where you'd like them to be uploaded).
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: BenLubar on February 13, 2015, 04:33:55 pm
Can I move the camera at all or am I restricted to top-down view?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress
Post by: PeridexisErrant on February 13, 2015, 04:34:36 pm
New version is uploaded, requires DX11 and DFHack 0.40.24r2

If the DirectX version is a problem, I'll try to get it working right on DirectX 9.

This looks awesome! Would you mind me including in in the starter pack?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: lethosor on February 13, 2015, 04:37:13 pm
Considering that terrain and fluids are essentially the only things that work, I don't think that would be a good idea.

Any chance of a test / preview build for current DF + DFHack?  I don't want to distribute it (until you say it's ready, anyway), but it would be lovely to have a newer demo version.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: PeridexisErrant on February 13, 2015, 05:02:06 pm
For clarity: I'm not planning to include it, I just wanted a better idea of where Japa considers this up to - unfinished, alpha, beta, etc. I can see how that was unclear though.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on February 13, 2015, 09:48:09 pm
Okay, I gotta get back to playing again, and working on some AG scenery ideas; like a small patch of dwarven condos or something. After all, I'm embarked in a pretty nice little spot not too far from the ocean adventurer-travel-wise.

Oh, and doing a recent prospect to see what industry I could run on my fortress; it looks like the Golden Towers Condominium complex is a potential project. Royal suites for everybody. I've never seen so much native gold in a single location before. Come and think of it, do metals have a different shine compared to (rough and smoothed) rocks and wood (wood blocks being more polished)?
Metal has a quite different look compared to stone and wood, with a very highly reflective, mirror-like surface. Your gold towers will look splendid.

Got this to work on OS X (using the Windows build of Armok Vision under Wine and an updated remotefortressreader plugin):
Spoiler (click to show/hide)
Japa, would you be able to provide native builds of the visualizer for OS X and Linux? I can provide updated versions of the DFHack plugin (although I'm not sure where you'd like them to be uploaded).
I think it'd be best if you send me the native versions of the plugin, so I can include them with a native release.

Can I move the camera at all or am I restricted to top-down view?
At the moment, it's top-down only. But that will hopefully change in the future once I get some controls working.

This looks awesome! Would you mind me including in in the starter pack?
Not at the moment, but eventually, sure. Once it gets to a more complete state. I'd like to at least have buildings working.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: MaximumZero on February 13, 2015, 09:50:23 pm
PTW. Don't know how I missed this.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: PeridexisErrant on February 13, 2015, 09:52:48 pm
This looks awesome! Would you mind me including in in the starter pack?
Not at the moment, but eventually, sure. Once it gets to a more complete state. I'd like to at least have buildings working.
Thought so, good to have confirmation.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: lethosor on February 13, 2015, 09:56:14 pm
Got this to work on OS X (using the Windows build of Armok Vision under Wine and an updated remotefortressreader plugin):
Spoiler (click to show/hide)
Japa, would you be able to provide native builds of the visualizer for OS X and Linux? I can provide updated versions of the DFHack plugin (although I'm not sure where you'd like them to be uploaded).
I think it'd be best if you send me the native versions of the plugin, so I can include them with a native release.
Here (https://github.com/lethosor/armok-vision/releases/tag/v0.2) is an OS X plugin. I'll put up a Linux plugin once it finishes building.
Edit: Linux build is up as well.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on February 13, 2015, 11:06:06 pm
Put downloads for all operating systems onto github. https://github.com/JapaMala/armok-vision/releases/tag/v0.2
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: PeridexisErrant on February 13, 2015, 11:11:53 pm
Can I move the camera at all or am I restricted to top-down view?

Expanding:  are there any controls at all yet, or a readme?  Or are the screenshots you've got only visible from the editor preview?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: lethosor on February 13, 2015, 11:44:56 pm
Can I move the camera at all or am I restricted to top-down view?
At the moment, it's top-down only. But that will hopefully change in the future once I get some controls working.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: lethosor on February 16, 2015, 11:12:30 am
Has anyone tried the OS X build and experienced strange graphics issues?
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on February 17, 2015, 02:53:32 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Max™ on February 17, 2015, 02:58:17 am
Oh, it makes me want to climb up, run, and jump, and miss a grab, and fall into a bloody broken armorclad heap on the forest floor.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Orange Wizard on February 17, 2015, 03:41:43 am
Japa, you are awesome.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Vattic on February 17, 2015, 03:58:31 am
I was wondering how good the trees would end up, and they are very nice.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on February 17, 2015, 06:12:40 am
Previous pictures had a problem with the leaf normals. Here's fixed:

Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Hommit on February 17, 2015, 11:17:17 am
wow, this looks AWESOME  :o

ps: There was a link to minecraft super-hd texture pack somewhere here, maybe it's useful somehow? It's the same cube tiles....
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: lethosor on February 17, 2015, 12:28:32 pm
It turns out that the main problem affecting the OS X and Linux versions was a number of backslashes in paths. Should be fixed in the next build.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on February 23, 2015, 11:23:06 pm
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: MaximumZero on February 27, 2015, 10:52:13 am
Time to break out the flamethrower?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on February 27, 2015, 10:55:56 am
nah, just make a new asset for it that isn't huge. I'd rather keep grass as a flat floor, and keep large models for items of interest.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: MaximumZero on February 27, 2015, 11:18:47 am
Aww.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on March 05, 2015, 07:54:20 am
I'll just leave this here

http://youtu.be/NO-BaFxkIIM
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: PeridexisErrant on March 05, 2015, 08:44:29 am
... Why did it take me this long to realise that Armok Vision could make DF playable in third person VR?  This is going to be *amazing*.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on March 05, 2015, 08:54:37 am
Yes, that may eventually become possible.

Someday.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Itnetlolor on March 05, 2015, 12:51:30 pm
Making awesome progress so far.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Max™ on March 06, 2015, 12:50:38 pm
Yes, that may eventually become possible.

Someday.
Good lord I want to play adventure mode like that.

Out of curiosity, from what I saw it looked like you got the ramps to respect whether there was a wall adjacent and be displayed with the right orientation, did I just imagine that?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on March 06, 2015, 09:40:55 pm
You did not.

They first check if there's a wall next to it with a floor on top, and display accordingly. If there isn't, they check if there's any wall at all.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Max™ on March 06, 2015, 10:05:52 pm
That is unbelievably amazing, I'm not sure how many people realize how awesome that is, but damn. I wasn't sure if it was just a random bit of luck but I looked closer and I'll be damned if you didn't get them lined up right.

Gotta love projects like this where you get all the big shiny impressive stuff but then you catch a little detail that just blows your mind.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: KingKaol on March 09, 2015, 03:35:40 am
Has anyone got this to run on Linux? It starts up, shows the Unity splash and then goes to a blue screen with "New Text" in the top left corner and "Cursor: -30000,-30000,-30000" in the top right.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on March 09, 2015, 03:51:26 am
Current Linux release doesn't work. It's fixed for the next version, though.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: perkel on March 09, 2015, 01:07:08 pm
damn

I wish i could program or do some shit.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: PeridexisErrant on March 09, 2015, 04:33:43 pm
Current Linux release doesn't work. It's fixed for the next version, though.

ETA for the next version? Is it expected to be usably stable, or another preview release?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: KingKaol on March 09, 2015, 09:59:41 pm
Is it hard to build? Looks like C# (never compiled that outside of MSVC)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on March 09, 2015, 10:02:10 pm
It's built in Unity. Building it pretty much involves downloading the unity editor, and hitting build.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Bearskie on March 30, 2015, 10:47:28 am
Even with this unfinished build, this is already shaping up to be one hell of a utility.  Thanks for letting me see my fort in glorious THREE-D.   


Here's to hoping that you can get most of your intended features in.  Especially *droll* camera controls.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on March 30, 2015, 10:50:41 am
Camera controls are implemented. I've just been too distracted to get another release out.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Bearskie on March 30, 2015, 11:03:01 am
Alright then.  Now if you'll just 'scuse me while I start an internet petition for you to undistract yourself and release the new version...

Jokes aside you're already developing new features at an impressive speed, so no pressure :).  Really appreciate the work you're putting into this, man.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on March 30, 2015, 11:34:58 am
If by developing new features you mean playing the shit out of cities skylines, sure :P
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: oldmansutton on March 30, 2015, 12:33:50 pm
Just noticed this (not very active on the forums), can't wait to see a new release, both to see how it's come along, as well as for the working Linux version.  :)  Keep up the good work!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Dirst on March 30, 2015, 01:31:26 pm
Japa this is phenomenal.  You mentioned that it would use Stonesense sprites, at least as a fallback if there is no 3D model.  Do you intend those to use all of the Stonesense features like material colors and subsprites and animation frames?  The creature will always stare eerily at the player, but it would make for a huge jumpstart on art assets.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: Rose on March 30, 2015, 01:45:50 pm
It already uses material colors, but yes, I intend to eventually support all the stonesense sprite features.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: PeridexisErrant on March 30, 2015, 04:11:52 pm
Maybe a new release to support DFHack r3? ;)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: lethosor on March 30, 2015, 04:23:45 pm
The only part that would need to be updated is remotefortressreader, which is included in DFHack.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-02-13
Post by: PeridexisErrant on March 30, 2015, 05:12:12 pm
...New release just because it's awesome?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: Rose on March 31, 2015, 10:18:38 am
I did a new release. Currently only updated on DFFD, and for windows. Other operating systems will be uploaded to github soon.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: oldmansutton on March 31, 2015, 11:49:21 am
Yay!  Can't wait to see a working Linux one when it comes :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: PeridexisErrant on March 31, 2015, 07:40:51 pm
I did a new release. Currently only updated on DFFD, and for windows. Other operating systems will be uploaded to github soon.

It's so pretty!  This is close to replacing Stonesense for me  :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: Rose on April 04, 2015, 11:26:17 pm
Okay, uploaded the new release for Linux, OsX, and 64bit windows. Let me know if you have any problems.

I should mention that unlike the first release, you do not need to copy any DLLs anywhere, as they come pre-installed with the lastest DFHack.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: KingKaol on April 05, 2015, 02:17:46 am
is there supposed to be keyboard input? not working for me (linux 64)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: Rose on April 05, 2015, 02:19:00 am
The only input is rotating the camera with the right mouse button, and zooming in and out with the scroll wheel.

Otherwise, the camera follows the DF camera around, so you do everything from DF.

what exactly isn't working?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: ragundo on April 05, 2015, 02:37:27 am
Tried on Ubuntu64 and it works like a charm.

It would be possible to draw also the cursor position?. Also, a keyboard shorcut (like N to restore the view to the north, like google earth) would be very useful.

Impressive anyway, you should call to arms to a platoon of graphic designers to add graphics assets.

Greetings
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: KingKaol on April 05, 2015, 03:14:59 pm
The only input is rotating the camera with the right mouse button, and zooming in and out with the scroll wheel.

Otherwise, the camera follows the DF camera around, so you do everything from DF.

what exactly isn't working?

oh i see, i saw some keybindings for WASD under input and thought maybe you could translate the camera
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: lethosor on April 05, 2015, 03:49:08 pm
I can't get v0.3 to work at all, at least on OS X:
Spoiler (click to show/hide)
(I'm launching Armok Vision after loading a map in DF, although I've tried other methods as well.)
Edit: It appears that no functions in remotefortressreader are actually being called. Strangely, Armok Vision appears to be using significant resources, but not memory or CPU cycles.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: Rose on April 05, 2015, 09:25:00 pm
Which version of DFHack do you have?

Could you try downloading the source and running it from the editor to see what the debug log says?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: lethosor on April 05, 2015, 09:35:02 pm
0.40.24-r3
Is there a way to get that information from the build you put up? I'd prefer not to download another complete version of Unity if I can avoid it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: Rose on April 05, 2015, 09:53:43 pm
If it doesn't make any log files, then no.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: LeFourbe on April 14, 2015, 03:14:19 pm
Hey, any news on the actual state of the project ?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: oldmansutton on April 14, 2015, 04:28:03 pm
I got this working on Linux, and I'm loving it.  I can't wait to see it progress.  Keep up the good work!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: LeFourbe on April 16, 2015, 07:18:56 am
Hey ! After one hour of battling hard with my computer I've also got it to run like a charm on Linux (Ubuntu 14.04)

Quite a nice job ! If only there were some installation tutorial it would be way easier for us. Because at the moment we have to figure out what to do without (any?) explanation. If you could edit the first post to add a step by step installation guide into it, that would be great ! Just a few lines to have some basic instruction to follow would be much apreciated ;)

Anyway, can't wait to see the dancing dwarves of the next release having fun together in my masterfully decorated tavern thank's to your amazing utility !!

(PS : i'm a lil frenchie, feel free to corrrect any eventual mistake)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: Rose on April 16, 2015, 07:38:10 am
At the moment, there isn't really any installation steps, really. Just have DFhack installed, load up a fort, and run armok vision.

Keep in mind that running armok vision while you don't have a fort running WILL crash DF. thankfully, there's no save to lose.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: Kazimuth on April 26, 2015, 06:09:38 pm
Some current screenshots I just took: http://imgur.com/a/bPmeo (linked for huge)

Also, if anyone is having trouble with the most recent OS X build, here's a version that should work:
http://dffd.bay12games.com/file.php?id=10803
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: PeridexisErrant on May 09, 2015, 02:39:24 am
Some current screenshots I just took: http://imgur.com/a/bPmeo (linked for huge)

Wow!  @Japa: any plans to update the "current screenshots" in the first post?  Or even better, a new release with this and the recent work?  :P
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: Rose on May 09, 2015, 02:48:58 am
Actually, the latest release does look like that. I just haven't managed to get the cross platform uploads working because of shitty Internet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: Rose on June 10, 2015, 11:54:34 pm
Currently putting together a new release. This one features huge speed increases, thanks to Kazimuth, who's forum name I don't actually know, and also features full camera controls from withing Armok Vision.

WASD move the camera around horizontally, as does middle mouse drag, Q and E move it up and down, right mouse drag rotates it, and wheel zooms in and out. I might also enable doubleclicking on any square to move there.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: Max™ on June 11, 2015, 12:00:32 am
I forget was there native linux support or do I gotta load it in through wine or something?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: Rose on June 11, 2015, 12:01:13 am
There is native linux support, but if there's problems, I can't really help you with them.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: Max™ on June 11, 2015, 02:42:05 am
Hey, I can work with it if it's native linux, hell if I end up troubleshooting anything I'll pass it along to ya.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-03-31
Post by: Rose on June 11, 2015, 02:49:03 am
Okay, I should have the full release up in a few hours, which includes native linux and mac binaries, as well as both x86 and x64 for all platforms.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 11, 2015, 04:25:14 am
https://github.com/JapaMala/armok-vision/releases/tag/v0.4

We have a release.

No special installation instructions. Just run it with a fortress loaded and the latest DFHack version installed.

Please let me know what issues there are with the linux and mac releases, as I cannot test them.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: PeridexisErrant on June 11, 2015, 05:22:21 am
https://imgur.com/a/hsk5t (https://imgur.com/a/hsk5t)

Looks great!  It would be good to make the z-up/z-down keys require a tap for each level though, as it's really easy to overshoot and get lost in the (very pretty) caverns.  Optimising loading chunks would be nice too, but I understand that's a job for later :D  I can't wait to be able to play with (let alone through) this!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 11, 2015, 05:45:28 am
Right now, the camera doesn't respect the z levels at all, but changing that for Z makes sense.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: easykiln on June 11, 2015, 06:00:02 pm
This is great, but the multicoloured ground really sticks out with the better graphics Not sure how easy it would be to do, or how good it would look really, but a bit of gradient between colours might be worth it.

Actually, make transitions for every type of tile :P
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Max™ on June 11, 2015, 10:22:26 pm
It works, it's fast, it's gorgeous, it doesn't even care if you start it in adventurer mode. The keybinds come with joystick stuff for defaults and didn't want to let me map them to a keybind instead and there are like fourty "move back s" entries at the bottom of the input list.

When I moved the screen REALLY rapidly it crashes with this: "In RPC server: I/O error in receive header." in the dfhack window but I think that's just from the input spam being overwhelming and it being out of bounds anyways, so that's not really unexpected, but yeah, it worked great on linux!

I couldn't find if there was an option but is there an overlay with the keybinds available/easily added like stonesense has? That was handy for getting used to it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 11, 2015, 10:27:41 pm
I/O error in receive header just means that Armok Vision went missing without cleanly disconnecting.

The crash from moving too fast is from being out of memory.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Max™ on June 12, 2015, 01:26:56 am
Yar, I figured that was more on my end, crap I've got numerous tabs open in firefox, two tabs open in the file browser, a full-screen minimized comic book reader, and then I asked it to load up fullscreen DF and started derping the view around at hyperspeed.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 12, 2015, 02:04:35 am
Are you running the 32 or 64bit version? I would get crashes all the time with the 32bit version, but the 64bit version seemed okay.

On the plus side, it doesn't bring down DF the way stonesense does.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Max™ on June 12, 2015, 03:16:24 am
I always go x86_64 where it's available, it was just like you said me wanting it to do stuff that took more ram than I had available.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: ragundo on June 12, 2015, 06:32:17 am
Hello

Tried new version in Ubuntu 64 bits and it crashes all the time. Running the 64 bit version crashes when you zoom out the map a little with the mouse wheel.
The 32 bits works better but it crashes sometimes. Also the cursor label and properties don't update while you move the cursor with the keys.

Previous version worked ok.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: lethosor on June 12, 2015, 06:39:45 am
This version seems to use about twice as much memory as the previous version I tried (0.3?), and sometimes fails to load map blocks entirely. I've also seen some strange issues where random map blocks appear and disappear, although that's difficult to capture in a screenshot.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 12, 2015, 06:42:30 am
The increased memory usage could be due to the multithreading, though there's other issues to sort out.

the debug cursor is broken at the moment. I'll fix it for the next release.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 12, 2015, 12:38:51 pm
I fixed an issue that would cause blocks to be skipped from loading if there was any water nearby.

Also the debug info is now being queried by the mouse in Armok Vision, rather than from the DF cursor.

There's still a pretty major performance problem to be solved, mostly involving reducing the polycount of the generated meshes.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Max™ on June 12, 2015, 01:02:31 pm
I didn't jump to the higher polycounts so I didn't notice ANY performance issues, like I said, it was so fast and fluid that I kept crashing it zooming the view around playing with it. I'll poke at the higher detail settings later without a bunch of programs active in the background and see how it goes.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 15, 2015, 03:45:21 am
The higher polycounts contribute to the crashes.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Max™ on June 15, 2015, 08:06:05 am
Makes sense, I didn't get a chance to try the higher res versions at any rate since I had several bugs I was trying to work out click in my head and I've been poking at and cleaning scripts up since uh, yesterday.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 18, 2015, 11:20:13 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: expwnent on June 19, 2015, 10:50:29 am
I thought I had already posted to watch but it looks like that's not the case.

Looks awesome!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 19, 2015, 12:47:32 pm
Here's testing green glass and copper walls. Still need to make proper wall textures.

Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Lightningy on June 19, 2015, 05:13:50 pm
Fuck me up the bum and call me Jodey, this looks blooming amazing. Its like you just came from Hogwarts or something

    It also works in AM, I gather. I doff my cap sir well done
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 19, 2015, 08:46:40 pm
There's a bug right now in adventure mode where the tops of tall structures follow you around, but it works besides that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Dirst on June 19, 2015, 08:53:20 pm
There's a bug right now in adventure mode where the tops of tall structures follow you around, but it works besides that.
Is this kinda like that thing where a toddler will insist that the Moon is following your car? :)

The whole project is looking awesome, by the way.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 19, 2015, 08:57:36 pm
It's because it doesn't clear out the old map when you walk to a new one, so anything that was in what is now air doesn't get overwritten by the new map, so stays what it was. Mostly castles do this.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Max™ on June 20, 2015, 01:17:58 am
How does it decide which map to load up?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 20, 2015, 01:54:01 am
Whichever one DF has open.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 21, 2015, 02:03:26 am

If the quality seems different, it's because my videocard died. I took that picture at 1 fps.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Max™ on June 21, 2015, 04:51:04 am
Feel your pain, my gt 440 died a while back, been on the intel graphics since.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Lightningy on June 21, 2015, 08:39:52 am
Feel your pain, my gt 440 died a while back, been on the intel graphics since.

Live your pain. Rolling Intel since '04
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 21, 2015, 08:43:22 am
God AV runs crap on Intel.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Lightningy on June 21, 2015, 08:49:15 am
I'm upgrading soon to Nvidea 420, so its all good
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: dennislp3 on June 22, 2015, 05:50:20 am
Post to watch
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Cheesecake on June 22, 2015, 06:03:59 am
Yes! PTW!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 24, 2015, 11:54:36 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: SalmonGod on June 24, 2015, 11:55:50 am
That is fucking gorgeous.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 24, 2015, 12:12:36 pm
Spoiler: Metal bar walls. (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 25, 2015, 02:23:51 am
http://imgur.com/a/8jPDK

Some more pictures of reflections.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on June 28, 2015, 01:53:32 pm
Okay, next version will have moddable textures, instead of the massive PSDs that are there currently.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Max™ on June 28, 2015, 03:20:49 pm
Well that sounds sexy as hell.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on July 01, 2015, 10:23:11 am

Still missing is the shininess map, which uses the third available UV channel, allowing one to set the surface pattern, color, shape, and shininess separately for each tile.

Note that as shown, only 9 textures can be loaded at once at the large size, but eventually I'll have automatic resizing depending on graphical settings.

Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: perkel on July 01, 2015, 01:25:21 pm
damn this is amazing project. Hope this will get updated in future.
BTW does your engine handle workshops ?

I mean for example instead of creating few default tiles maybe there is way to create 3D simple workshops that will be 3x3 ?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on July 01, 2015, 09:07:19 pm
Workshops and other buildings are currently not supported at all, so it's a bit early to tell how they will play out, but most likely you will still have to split your workshop models into tiles, just so that when the map splits up, they are also split properly. Besides that, being able to set each of the nine tiles independently, thus effectively having a single workshop model will be likely to happen.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on July 04, 2015, 12:36:50 am
Made a new release here: https://github.com/JapaMala/armok-vision/releases/tag/v0.5

Follow the link for changes and install notes.

Here's some screenshots. (http://imgur.com/a/7Uuzn)
And some of adventure mode. (http://imgur.com/a/rrCNF)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: fricy on July 04, 2015, 09:11:58 am
Made a new release here: https://github.com/JapaMala/armok-vision/releases/tag/v0.5
finally PTW!

Also a bug report: v5 crashes the game for me on OSX (10.9). Tried compiling remote fortress reader from dfhack/commit/87b1524 (https://github.com/DFHack/dfhack/commit/87b1524aec18c102bde42a21aa2452bde12aa6d9) and dfhack/commit/867e78b (https://github.com/DFHack/dfhack/commit/867e78b6fde70fe59c771ba21ef8f4672080a722) but no luck. v4 loads correctly with the same config.

Crashlog. (http://pastebin.com/DcPAV3yg)
Spoiler: Relevant section? (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on July 04, 2015, 09:21:07 am
Hm, it's crashing when getting the building definitions, which aren't even used yet.

You sure you're loading it with a loaded fort? How does it work in the test arena?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: fricy on July 04, 2015, 09:29:51 am
You sure you're loading it with a loaded fort?
Yes.
v4 loads correctly with the same config.

How does it work in the test arena?
Same crash.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: lethosor on July 04, 2015, 09:39:49 am
Made a new release here: https://github.com/JapaMala/armok-vision/releases/tag/v0.5
finally PTW!

Also a bug report: v5 crashes the game for me on OSX (10.9). Tried compiling remote fortress reader from dfhack/commit/87b1524 (https://github.com/DFHack/dfhack/commit/87b1524aec18c102bde42a21aa2452bde12aa6d9) and dfhack/commit/867e78b (https://github.com/DFHack/dfhack/commit/867e78b6fde70fe59c771ba21ef8f4672080a722) but no luck. v4 loads correctly with the same config.

Crashlog. (http://pastebin.com/DcPAV3yg)
Spoiler: Relevant section? (click to show/hide)

Have you tried building the latest remotefortressreader plugin with DFHack 0.40.24-r3 (i.e. the 0.40.24-r3 tag)? I'm not sure why you would use 87b1524, since that commit isn't even related to remotefortressreader.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: fricy on July 04, 2015, 11:45:41 am
Have you tried building the latest remotefortressreader plugin with DFHack 0.40.24-r3 (i.e. the 0.40.24-r3 tag)? I'm not sure why you would use 87b1524, since that commit isn't even related to remotefortressreader.
That's the version I'm testing, and coincidentally is a commit before the last remote fortress reader edit, so I started testing with it to see if I see any relevant difference...
Anyway: Compiled a clean dfhack-.24-r3 version for thorough testing (made sure all submodules, etc are at the correct commits)of the remote reader plugin.

Results:
With Armok V.4 the fort loads correctly, even with the latest plugin.
However when using v.5 any version going from dfhack/commit/a071f5b (https://github.com/DFHack/dfhack/commit/a071f5bf6c777856834d41387920ab297f9f2b49) crashes DF. Anything below simply won't load, at least for the ~5 minutes I waited, however it shows the same grey screen, and the cursor coordinates appear. For this period cpu usage is at ~80% and memory usage fluctuates between 550-1150!! mb for the arena (640x480, fastest setting). For comparison v4 uses 20-60% CPU with 340-400 mb memory for the same map, and the OS remains responsive.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on July 04, 2015, 12:12:49 pm
The forever loading is due to the lack of that commit.

But since I don't have a mac, I can't debug the crash.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: lethosor on July 04, 2015, 03:04:46 pm
Yeah, you need to use remotefortressreader.cpp from the develop branch and compile it with r3 (or newer, but then the plugin might not be usable by other people).

Also, what does "fastest setting" mean?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Max™ on July 04, 2015, 05:09:18 pm
Smaller area/less shiny effects I think, also holy shit this is looking more and more amazing.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on July 04, 2015, 07:54:31 pm
There's actually very little difference between the quality settings besides graphical effects.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Scoops Novel on July 07, 2015, 05:33:44 pm
Will there be first person? "Moveable camera" :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Ygvir on July 07, 2015, 11:12:45 pm
This is really quite amazing...

However, I'm trying to test it on Linux but I'm running into a snag. I've got DFHack r3 and I loaded RemoteFortressReader but when I run ArmokVision all I get is a blue screen with New Text up in the corner. Any idea what I'm doing wrong? I have a map loaded (through Lazy newb pack but I don't think that should matter) but it appears like ArmokVision can't communicate with DFHack.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: Rose on July 08, 2015, 12:22:00 am
You need to compile the latest dev build of dfhack from source, because the remotefortressreader included in r3 is out of date.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-06-11
Post by: PeridexisErrant on July 08, 2015, 01:18:38 am
Just noticed - you should update the thread title, either to the latest release date or without that data.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on July 08, 2015, 02:33:51 am
You didn't see anything.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: UristMcTruman on July 16, 2015, 04:38:42 pm
I recently discovered this visualizer, and I don't even have the words to tell how it is awesome. *_*

I have two -probably stupid- questions (I apologize in advance for my terrible English):

- Is there a key to make it render the z-levels situated above the camera (to take a screen of a building from a street, for example) ?

- Is there ANY way to make it compatible with version 34.11 ? If yes, my life would be complete. I have an old above-ground fortress that I would love to see with this marvel.

Thank you very much! :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on July 16, 2015, 09:38:56 pm
- Is there a key to make it render the z-levels situated above the camera (to take a screen of a building from a street, for example) ?
Not at the moment, no, but it's something I've been meaning to do. Either have it automatic when you enter first person mode, or have a key for it.
- Is there ANY way to make it compatible with version 34.11 ? If yes, my life would be complete. I have an old above-ground fortress that I would love to see with this marvel.
The remotefortressreader plugin would need to be built for version 34.11, then it'll work, mostly.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: WertyMiniBot on July 17, 2015, 12:10:47 am
Posting to watch
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: UristMcTruman on July 17, 2015, 10:31:41 am
Thank you for your answers!

The remotefortressreader plugin would need to be built for version 34.11, then it'll work, mostly.

I know nothing about C++ (I'm beginning with Lua and Python) ; in the plugin source code I saw the following lines
Code: [Select]
#define DF_VER_040
//#define DF_VER_034

So, another stupid question: suppose that I change those lines to have something like:

Code: [Select]
//#define DF_VER_040
#define DF_VER_034

Will it work if I compile the code, rename it to "remotefortressreader.plug.dll" and add it to the "hack\plugins" folder of my 34.11 version of the game? Right now, I feel like a monkey trying to tweak a combustion engine. :-/
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: lethosor on July 17, 2015, 10:37:20 am
The only thing that actually affects is how tree tiles are exported. I'm not sure if Armok Vision will display old trees properly.

Compiling the plugin should produce remotefortressreader.plug.dll, remotefortressreader.plug.dylib, or remotefortressreader.plug.so, depending on your platform. Instructions are here (https://github.com/DFHack/dfhack/blob/master/Compile.rst).
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on July 17, 2015, 10:47:09 am
You actually need to copy the plugin source into a 0.34 dfhack project, change that define, and try to compile it, find out that something doesn't work, try to fix it, then compile it again, and repeat that until it works, then use that DLL in your 0.34 dfhack folder.

Also yeah, there won't be any tree tiles, but that's relatively easy to fix if you have a 3d modelling program.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: UristMcTruman on July 17, 2015, 10:50:44 am
Thank you very much! I will try to do this without setting my computer on fire. :D

Edit : Fire has been set. I'm gonna cry. After a few hours trying to make the whole thing compile on Windows, I give up. Why compiling can't be simple?!   :-[
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Poldon on July 19, 2015, 10:23:57 pm
PTW
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Gwolfski on July 20, 2015, 12:22:51 pm
ptw
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on July 20, 2015, 02:02:48 pm
This is the engine I had originally planned on making Armok Vision in, and still plan on porting it to there. (https://youtu.be/9baOT3GpZ58)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: UristMcTruman on July 20, 2015, 03:44:46 pm
Spoiler (click to show/hide)
Well, it surely looks... Promising. O_O
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: expwnent on July 21, 2015, 12:27:26 am
That would be awesome!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on July 24, 2015, 02:09:58 am
I added a 0.34.11 plugin to the download page, if anybody wants to try it with their old forts.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Poldon on July 28, 2015, 08:28:35 pm
Is there currently a way to show more z-levels, because my 8 z-level tall fortress can't be completely shown currently. Or is there a way to change what z-level is being viewed? I've noticed it doesn't currently update with the game, anyway...

Also the current reflective textures on stone block walls are a little too intense for me and look kinda weird in large, complicated structures, like this.
Spoiler (click to show/hide)

That's almost all various stone walls and floors with some silver road and frozen river. It's just /too/ shiny for me.


Edit: Completely forgot to praise how awesome and amazing this thing is. I am so very happy and thankful you are making a new beautiful 3D visualizer, and especially with a height ratio like this, because stonesense makes everything look short and fat to me. Dwarfy, but not what I was envisioning. Also I would love to be able to use perspective viewing to show architecture better, and this looks extremely promising for that! Thank you so much, and keep up the great work!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on July 28, 2015, 10:06:25 pm
Q and E currently go up and down, and the already loaded blocks are kept for some distance, allowing you to see your full fortress.

As for the shininess, yeah, it is a bit much at the moment.  I'll try to find a balance, but in the meantime, you can mod it yourself, my modifying the xml files found in the sceneassets folder. The GitHub Readme has more details

Unrelated, I spent way too long yesterday making realistic sun movements.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Poldon on July 29, 2015, 09:45:44 am
Ah, so I CAN view the whole thing at once! Thank you!

Also displaying up and down stairs as ladders is an excellent solution to the funny looking staircases they could otherwise be. Now if only I had built my ramp stairwells in a way that could be displayed to possibly make sense, but I didn't... Ah well. XD
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on July 29, 2015, 09:52:26 am
I'm working on getting working day and night, with stars in the night sky, and possibly a moon as well.

Is it a huge issue if new moon nights are fully black? :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: dennislp3 on July 29, 2015, 02:22:57 pm
No moonlighting? idkkkk should probably just trash the whole project if you don't have that feature ;)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on July 29, 2015, 02:55:01 pm
No, I mean new moon, as in when the moon is the opposite of full.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: dennislp3 on July 29, 2015, 03:40:15 pm
Ahh in that case that makes more sense
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Max™ on July 29, 2015, 04:26:47 pm
Man, you can make 'em pink if you think that'll work dude.

Well, no, don't make the new moon sky pink if you don't have to, but otherwise rock on!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: PeridexisErrant on July 29, 2015, 05:32:03 pm
I'm working on getting working day and night, with stars in the night sky, and possibly a moon as well.

Is it a huge issue if new moon nights are fully black? :D

Accurate lunar cycle :D not a problem! I'd add a tiny light level to represent stars though... If you wanted to go completely over the top you could also adjust lighting by weather since we have approximate cloud info.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on July 29, 2015, 09:13:55 pm
Oh, I have different ideas for clouds. :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: UristMcTruman on July 31, 2015, 01:03:31 pm
I added a 0.34.11 plugin to the download page, if anybody wants to try it with their old forts.

OH MY GOD OH MY GOD OH MY GOD! THANK YOU SO MUCH! IT WORKS!

Spoiler (click to show/hide)

You are awesome, man.  :'D
I can't wait to see the next updates!
 
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Kazimuth on August 01, 2015, 07:09:27 pm
Woah, that's awesome.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Nasu Toad Snatcher on August 02, 2015, 08:31:28 am
Just discovering this visualizer, but I can't get it to work for me. I generally don't use visualizers or any third party stuff other than dfhack, dwarf therapist and tilesets. I've been playing DF for over a year now, though I still consider myself a noob. I use a mac, os x 10.10.4, running DF v40.24 with MacNewbie. I'm probably doing something wrong, though I'm not clear what that might be. I downloaded Armok Visualizer as well as remote fortress reader, but where do I put the files are unzipping them, and in what order/how do I run them?.

Thanks

Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: lethosor on August 02, 2015, 08:33:20 am
Put remotefortress.plug.dylib in <Dwarf Fortress>/hack/plugins, and put Armok Vision anywhere else (I have it outside of the DF folder, but it doesn't really matter). Then start DF, load a world, and start Armok Vision. (Starting Armok Vision before loading a world will crash DF, which ought to be fixed by the next release.)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 02, 2015, 08:50:57 am
Have a video. (https://youtu.be/ceFlTJ0g6hc)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Max™ on August 02, 2015, 06:36:22 pm
Awesome, what system specs did you do that on?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 02, 2015, 09:38:50 pm
i5 something, GTX 660 TI, 24 GB ram.

Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Bendigeidfran on August 03, 2015, 09:51:23 am
I'm having the same issue as many others, Armok Vision starts up with a grey screen and "New Text" in the top left corner. Everyone says to update "Remotefortressreader" but I have no idea where to get it. Can someone tell me please?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: lethosor on August 03, 2015, 10:06:47 am
It's right under Armok Vision on the downloads page, although there isn't a Linux build of it yet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Orange Wizard on August 03, 2015, 09:23:56 pm
24 GB ram
How much overkill is too much?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: SalmonGod on August 03, 2015, 09:38:48 pm
24 GB ram
How much overkill is too much?

It's useful... you can do some nifty stuff with large amounts of ram.  Like set up a partition in your RAM to act like hard drive space and run DF on it faster than a solid state drive.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 03, 2015, 09:53:09 pm
It's my work computer. When you do 3D renderings of an appartment filled with all kinds of household items, you need lots of ram.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Orange Wizard on August 03, 2015, 10:03:32 pm
That's a lot of household items.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Dirst on August 03, 2015, 10:13:28 pm
That's a lot of household items.
It's the dust bunnies.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 05, 2015, 11:47:52 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Max™ on August 05, 2015, 04:02:32 pm
FPS Dwarf Fortress: The 'S' stands for 'Suffering'
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Graknorke on August 05, 2015, 06:05:51 pm
Ooh, looks like it's shaping up nicely. Trying to navigate the shitty labyrinth of your average fortress would be a fun endeavour.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: UristMcTruman on August 06, 2015, 10:58:39 am
That's beautiful. :o
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 07, 2015, 05:44:25 am
http://imgur.com/a/QEiPK (http://imgur.com/a/QEiPK)
Made a new texture for stone walls.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Max™ on August 08, 2015, 07:18:38 pm
Those blocks make the climbing difficulty look sensible.
Title: RAM usage
Post by: AltReality on August 09, 2015, 03:53:15 pm
Hi Japa..
  I just wanted to let you know first of all this is an incredible program...it's already looking to pass the other visualizers on there. I love being able to spin the camera around 360.

I was playing with Armok Vision running in the background for about 3 hours last night, and realized things were running slowly...I realized AV was using ~35GB of RAM. I have 32GB on the system, so it was using more RAM than my physical limitations. Do you have plans to cap how much memory it can use?

Thanks!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 09, 2015, 08:58:55 pm
Yeah, that's not intended, though I've never let it run for that long. Were you using it at all during this time, or just letting it idle?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 09, 2015, 11:41:41 pm
Have a little video I made. (https://youtu.be/miLcPRZvZIY)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: WillowLuman on August 09, 2015, 11:56:45 pm
My goodness, well done Japa!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: AltReality on August 10, 2015, 12:12:24 am
I was playing with it for about 20 minutes...but it's a little tough to control...and I guess at this point it's only terrain cause I couldn't see my dwarves, animals, or any objects..stockpiles..anything...but I can see where the program is headed and think it's incredible :)

So yes, for most of the 3 hours it was idling.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Max™ on August 10, 2015, 01:09:32 am
Nice, did you go with a rotating skybox cylinder or something else?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 10, 2015, 01:26:21 am
rotating skybox cube. Once I figure out how to set it up, I'll have seasons :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Max™ on August 10, 2015, 04:47:29 pm
Well I just realized you're a bastard for making me want a first person dwarf fortress with all the interactions and creatures and everything in place.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Timeless Bob on August 12, 2015, 06:18:33 pm
Do you need some help creating 3-d assets for this program?  I'm pretty good using Sketchup to make them for versions of my fortresses, but I'm not very good at the programming aspect, so I've been relegated to making still-life dioramas by hand.  (Which is a slow, repetitious process at best.)  However, I have found that ramps can just be repainted to look like stairs, which makes travel along them much easier, since it's just one plane of occlusion again.  Also, if the floors become 1/8 of a block thick, it allows for trap-doors and various other elements to be inset quite easily using a "lip" to contain the hinges/locks.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 13, 2015, 12:44:24 am
Modeling is always helpful. You can try out already, actually.

All the model files used for the terrain are stored in Armok_Vision_Data/StreamingAssets/TileMeshes, with an xml file saying what goes where.

One extra step you have to do from sketchup though is open the file with a text editor, and rename the mesh groups (the lines starting with a single g, and then some names) to one of these options:

Code: [Select]
    StaticMaterial
    BaseMaterial
    LayerMaterial
    VeinMaterial
    NoMaterial
    StaticCutout
    BaseCutout
    LayerCutout
    VeinCutout
    Growth0Cutout
    Growth1Cutout
    Growth2Cutout
    Growth3Cutout
    NoMaterialCutout

These set where the model gets the textures from. If it's not named one of these, then it won't be used.
The cutout ones are for textures that can have holes in them, like the foliage textures, or floor grates.

I'm using a tile size of 2x2x3 meters, with floors being 0.5m thick. You can use whatever units you want to in sketchup, but you must export it in meters.
Also beware of the blue side of the faces in sketchup. that side isn't drawn in AV.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Scoops Novel on August 13, 2015, 02:14:41 pm
weeps
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 14, 2015, 07:01:48 am
https://youtu.be/vCwcbEn7ayc
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: lethosor on August 14, 2015, 08:22:16 am
Nice!

Are you planning to remove the "New Text" label, by the way?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 14, 2015, 09:10:28 am
Never.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Timeless Bob on August 14, 2015, 09:37:45 am
I wonder if the distantvision map could be made into a 3d mesh of its own using the greyscale provided in Legends mode?  (Basically a spinnable version of Isoworld, or that other one... the "blocky map app".)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Timeless Bob on August 14, 2015, 09:41:52 am
Modeling is always helpful. You can try out already, actually.

All the model files used for the terrain are stored in Armok_Vision_Data/StreamingAssets/TileMeshes, with an xml file saying what goes where.

One extra step you have to do from sketchup though is open the file with a text editor, and rename the mesh groups (the lines starting with a single g, and then some names) to one of these options:

Code: [Select]
    StaticMaterial
    BaseMaterial
    LayerMaterial
    VeinMaterial
    NoMaterial
    StaticCutout
    BaseCutout
    LayerCutout
    VeinCutout
    Growth0Cutout
    Growth1Cutout
    Growth2Cutout
    Growth3Cutout
    NoMaterialCutout

These set where the model gets the textures from. If it's not named one of these, then it won't be used.
The cutout ones are for textures that can have holes in them, like the foliage textures, or floor grates.

I'm using a tile size of 2x2x3 meters, with floors being 0.5m thick. You can use whatever units you want to in sketchup, but you must export it in meters.
Also beware of the blue side of the faces in sketchup. that side isn't drawn in AV.

OK, I'll start putting some of the furniture and workshops together.  Fortunately, I already model using the metric system, so that should be rather straightforward.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Heretic on August 14, 2015, 01:54:04 pm
I wonder if the distantvision map could be made into a 3d mesh of its own using the greyscale provided in Legends mode?  (Basically a spinnable version of Isoworld, or that other one... the "blocky map app".)
Probadly u can try to rebuild legends viever aspart of this app... with autolabeling of intresting historical places...
Dreams, sweet dreams...
P.S. You need to know that unity has included tree generator and i think  u can use it to make better trees...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 14, 2015, 02:02:39 pm
I can make better trees, sure.

But will they be DF trees?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: PeridexisErrant on August 14, 2015, 09:27:12 pm
https://youtu.be/vCwcbEn7ayc

 :o  What.

That's amazing!  How does it work?  Where is the information coming from?  Can you get the data of the detailed legends mode maps, and/or the city and town maps?  How about generation of appropriate vegetation etc. just off the map, to have it look seamless(ish)?  Could moving armies eventually be displayed in the correct place?  This is crazily exciting  :D :D  (I know most of that is way off if it every happens, but...)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Heretic on August 15, 2015, 12:24:27 am
I can make better trees, sure.
 
But will they be DF trees?
I know that u meant, but my idea in this way too. Df trees must be cube-like? No?  Then watch - this generator a programable, so u can give to it program to gemerat tre based on knowlege u export from df...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 15, 2015, 03:05:15 am
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Max™ on August 15, 2015, 04:15:50 am
Now the name makes sense, though I will think of it as Japavision because you are a god!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: UristMcTruman on August 15, 2015, 08:11:57 am
Have a little video I made. (https://youtu.be/miLcPRZvZIY)
https://youtu.be/vCwcbEn7ayc
Spoiler (click to show/hide)

(http://new1.fjcdn.com/thumbnails/comments/Look+at+those+fat+little+large+eyed+they+re+just+begging+_bbe3765df6db153363ae6461b09757b9.png)
That is way more beauty than I can behold.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Vattic on August 15, 2015, 09:11:19 am
Nice work as always Japa. Are the clouds being extracted from DF or your own creation?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: lethosor on August 15, 2015, 09:30:26 am
They're extracted from DF.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Vattic on August 15, 2015, 03:11:19 pm
Very cool. Cheers for answering.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 16, 2015, 03:02:36 pm

Now that this is working, I really need to get things to function when you don't have a fort loaded up.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Serum on August 18, 2015, 03:19:07 pm
This is wonderful.  Is there any way I can unlock the height draw distance?  I've got a 50 z-level cliff that I'd like to see all of at one time.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 18, 2015, 03:27:18 pm
Not currently. I'd need to both make an option for it, as well as make it only render what's actually needed.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: comham on August 23, 2015, 05:38:40 am
Oh man, I thought isoworld was impressive! This is incredible!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Max™ on August 25, 2015, 03:27:30 am
Hmmm, it worked for me with 0.4 but now I just get this regardless of the settings. I figured it was probably adventurer mode related at first but I tried it with a couple of different forts as well.

Spoiler (click to show/hide)

Arch Linux x86_64, same as last time.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 25, 2015, 03:47:43 am
0.5 needs an updated DFHack plugin. Unfortunately, there's none available pre-compiled for linux, do you will have to download the dev branch of dfhack from github and compile it, or wait for a new release.

Or run the windows DF through wine. The linux AV will still work.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: thedyze on August 25, 2015, 06:54:26 am
how far of is controlling df through your project do you estimate?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Max™ on August 25, 2015, 04:01:55 pm
Hmmm, I could swear I was running the dev branch already but now that I think about it I don't think I updated after I forked a version for myself.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: lethosor on August 25, 2015, 04:40:24 pm
Yeah, your develop branch (https://github.com/maxthyme/dfhack/tree/develop) is behind DFHack's. You can update it by pulling from DFHack/dfhack and pushing to maxthyme/dfhack:develop (if you're on the develop branch and it's set up to track DFHack/dfhack, this can be done with "git pull && git push https://github.com/maxthyme/dfhack develop", or you can avoid typing the URL in the second command by setting up a remote (https://help.github.com/articles/adding-a-remote/) pointing to your fork).
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Max™ on August 25, 2015, 04:47:17 pm
I just barely know enough about git to understand that now, I'll poke at it in a bit.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 27, 2015, 08:28:43 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Max™ on August 27, 2015, 03:14:56 pm
Wonder if toady has seen the newer shots like this?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: PeridexisErrant on August 27, 2015, 06:36:47 pm
Improved the clouds a little.

Nice, those look good - I was expecting something more like the Minecraft style with a little depth, but the more organic shape and colors look good.  Are they going to cast shadows?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on August 27, 2015, 09:27:14 pm
They cast shadows on the distant landscape, but not On the fortress itself. Mainly because they exist in two alternate realities.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Immortal-D on August 31, 2015, 08:32:47 am
 :o My jaw (beard) hit the floor when I saw this.  Just... there are no words.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Kuikka on September 01, 2015, 08:51:18 am
Stunning work! Posting to follow, also waiting for great images posted by users :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on September 01, 2015, 11:54:27 am
Working on getting creatures showing up. Will just be letters for now.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: KirigStonebeard on September 01, 2015, 02:50:26 pm
PTF, glad someone's working on a visualizer. Why do those never last more than a couple versions?  :'(
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Poldon on September 01, 2015, 05:00:56 pm
PTF, glad someone's working on a visualizer. Why do those never last more than a couple versions?  :'(

My guess would be because between major versions there's a lot of potential down time for the creators to get distracted or otherwise drift away from the project, and also each version adds more stuff to keep track of and/or breaks stuff and sometimes it feels like too much trouble to get back into the code.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: UristMcTruman on September 01, 2015, 05:54:08 pm
Working on getting creatures showing up. Will just be letters for now.

(http://i1.kym-cdn.com/photos/images/original/000/582/342/fed.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Timeless Bob on September 02, 2015, 06:47:38 am
What are all the control commands for this?
So far, I know
scroll directions:
   w=forward
   s=backward
   a=scroll left
   d=scroll right
   q=go down 1-5 levels randomly
   e=ascend 1-5 levels randomly
   left mouse button + forward/back=pitch
   left mouse button + left/right=spin

What I haven't figured out is how to
   a) zoom in/out
   b) enable "walk-through" mode
   c) enable "full map" mode

All of these you have shown already in your demo videos, but I don't know how to enable those so I may also repeat them with other maps.

I continue to model items based on their design from Isoworld.
I will be posting each next to a snapshot of it here in the group, to be placed in the program as you see fit.
Thanks for doing this, Japa.  That water sheen is beautiful!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: lethosor on September 02, 2015, 06:54:40 am
I'm pretty sure b and c were added after the last release (0.5).
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on September 02, 2015, 08:44:25 am
Mouse wheel zooms in and out, and q and e smoothly move you up and down based on your zoom level.

Also middle click drag pans the view.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on September 02, 2015, 01:26:58 pm
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Max™ on September 02, 2015, 03:03:29 pm
DWARF ALL THE THINGS!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Dirst on September 02, 2015, 03:06:22 pm
It wouldn't look quite right, but Stonesense sprites could work as competent stand-ins before real 3D assets start popping out of the community.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Vattic on September 03, 2015, 02:39:30 am
Personally I'm quite fond of sprites for characters as in the older Elder Scrolls and Doom games.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on September 03, 2015, 12:19:02 pm
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Dirst on September 03, 2015, 12:39:21 pm
Is that a pair of wild wagons frolicking in the plains?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Poldon on September 03, 2015, 02:13:54 pm
Probably Water Buffalo, but wagons are likely going to need something more than a single tile sprite come to think of it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Max™ on September 03, 2015, 07:54:13 pm
Uh, never mind the water buffalo, what about the werebeast?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Urist_McSwitzer on September 05, 2015, 04:20:14 am
I've just finished watching videos of Armok Vision on YouTube.  Gush, I literally dropped tears from my eyes. Love you, guys.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on September 06, 2015, 04:52:28 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Pvt. Pirate on September 07, 2015, 03:05:23 am
hi, im quite new to the game, but i love your project!
theres only a few things that could be bugging me:
- stones, even polished dont reflect like glass
- how do the sprites work and what about the current tileset/graphicpacks? (i use "obsidian")
- does this work with good fps on old machines?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on September 07, 2015, 03:52:21 am
- stones, even polished dont reflect like glass
This is true.
However, right now I'm concentrating more on making everything work. fine tuning materials can be done by later, unless you want to try messing with them yourself. I can give more details on how to do it if you need.
- how do the sprites work and what about the current tileset/graphicpacks? (i use "obsidian")
Right now, the sprites are using a built-in ascii tileset scaled up from one found on the wiki. Later, more customization will be available, but Armok Vision will never care what tileset you use in DF beyond which ascii character the creatures are set to in the raws.
- does this work with good fps on old machines?
There's a lot of performance improvements to be done, but I get about 40 fps on a mid-range PC, with a GTX 560 GPU.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Pvt. Pirate on September 07, 2015, 11:12:58 am
i only wanted to see if the textures will be subject to changes later.
for sprites, there are a lot of 2D isometric view games like Baldur's gate etc which show that lovely animated sprites don't need to be very expensive in terms of FPS.

i'm using a celeron 64bit e3400 2x2600MHz, 3GB DDR3, geforce 9800 GTX (512MB VRAM)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Rose on September 07, 2015, 11:29:35 am
I'd love for you to test it out and see how it runs.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
Post by: Pvt. Pirate on September 07, 2015, 05:14:35 pm
i'll try it first thing after having a cup of coffee tomorrow morning (damn, should've written that 20 minutes ago, because now that would mean right now, if i already drank a cup of coffee right now, but i havent, so no, later, after sleeping).
i downloaded the program and will see later.
the game still needs a GUI that actually works a lot more intuitive (eg not 5 different ways of selecting things and giving orders.)
i seriously don't understand why my last fortress ran out of booze - maybe the seed-stockpile-barrel-problem, but my next fortress will not fall due to that!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Rose on September 08, 2015, 01:41:42 pm
I've started a patreon page!

In case any of you want to help out with the project, you can pledge here:

https://www.patreon.com/japamala
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Max™ on September 08, 2015, 03:07:52 pm
I has no moneys but would love to throw wallets at you. T.T
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: lethosor on September 08, 2015, 04:03:52 pm
How much would paid assets affect other contributors?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Rose on September 08, 2015, 09:20:57 pm
I would have to check that out, actually.
Hopefully there's some that the license permits using in an open source project, otherwise I'll have to remove that stretch goal.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Orange Wizard on September 09, 2015, 12:57:28 am
Or rename it to something along the lines of "bribing friends to make assets for me".
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Max™ on September 09, 2015, 01:06:14 am
Huh, given the horrible shit I've been doing to elves in the name of ‼Science‼ I'm curious what fires look like in AV or are they implemented yet?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Rose on September 09, 2015, 01:07:34 am
They are not, currently, but Unity has some nice fire effects, so...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: PeridexisErrant on September 09, 2015, 01:32:35 am
Or rename it to something along the lines of "bribing friends to make assets for me".

Paying for the creation of assets is actually pretty easy and cheap these days, so this could be a good plan if required and there's no barrier to commissioned stuff being open-sourced.  Still, I think it's reasonable to avoid this until after it's paying a living wage - that's actually practical in India, unlike where I live.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Rose on September 09, 2015, 01:38:07 am
Well I have my day-to-day expenses taken care of by my day job, so I think occasionally hiring an artist for something isn't unreasonable, but I'd have to see how much that costs.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Rose on September 10, 2015, 11:49:58 am
New release! Download link in the OP.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Greiger on September 10, 2015, 01:00:31 pm
Posting to watch this gloriousness.  Japa is there anything amazing you can't code?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Rose on September 10, 2015, 01:06:35 pm
Yeah, an actual game.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: SirQuiamus on September 10, 2015, 02:17:29 pm
This is just amazing...

Spoiler: 0.6.Win.x64 screenshot (click to show/hide)

My only gripe is that the DFHack prompt seems to lock up when AV is running -- and oh, windmills are apparently not rendering yet -- but otherwise it's bloody excellent.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Rose on September 10, 2015, 08:10:22 pm
Yeah, windmills, like all other buildings, aren't supported yet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Dirst on September 11, 2015, 07:41:10 pm
FYI, probably can't license it for direct use in Armok Vision, but may be of interest anyway:

http://arstechnica.com/gaming/2015/09/epic-games-releases-2-million-in-art-and-sound-assets-for-free/ (http://arstechnica.com/gaming/2015/09/epic-games-releases-2-million-in-art-and-sound-assets-for-free/)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Rose on September 11, 2015, 10:08:35 pm
Yeah, I'd have to port it to unreal.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Kitsune on September 12, 2015, 03:06:38 am
PTW
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Pvt. Pirate on September 12, 2015, 07:47:48 am
okay, i followed install instructions and now run armokvision.
but although i loaded a savegame, i cannot see anything in armokvision.
it only shows a grey floor under a white sky.
can you add instructions?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Rose on September 12, 2015, 11:39:29 am
Does your DFhack console say any error messages?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: lethosor on September 12, 2015, 11:50:09 am
Did you update remotefortressreader?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Pvt. Pirate on September 12, 2015, 01:04:03 pm
i'm using the newest version of LNP with the starfox textures.
it should contain the required version of DFHack.
what should i update manually/change in the settings for this to work?

which program do i have to start first? ARmokVision or DF?
some programs are very sensitive when it comes to that.

PS i did not update Remotefortressreader, as i neve rused that tool and just installed the current LNP.
where can i get the current version of that plugin?
and yes, i installed the armokvision-version of the plugin.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: expwnent on September 12, 2015, 01:21:12 pm
Armok Vision requires a newer version of remotefortressreader than is provided with DFHack 0.40.24-r3.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: lethosor on September 12, 2015, 01:43:23 pm
Right - you need the version from the Armok Vision download page, not the one from the current version of DFHack (which is older).
You should start Armok Vision after loading a world.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: PeridexisErrant on September 13, 2015, 02:17:42 am
Armok Vision requires a newer version of remotefortressreader than is provided with DFHack 0.40.24-r3.

Any idea when DFHack 0.40.24-r4 will be released?  We've been waiting for a long time now, and the big DF release will probably be in a month or two... it'd be good to nail things down again before that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Pvt. Pirate on September 13, 2015, 05:33:56 am
so i downloaded the win32 version "Armok.Vision.0.6.Win.zip" and the "remotefortressreader-windows-0-40-24-r3.plug.zip",
extracted both and copyed the "remotefortressreader.plug.dll" into
"I:\Spiele\Dwarf Fortress 40_24 Starter Pack r15\Dwarf Fortress 40_24 Starter Pack r15\Dwarf Fortress 0.40.24\hack\plugins"
overwriting the existing file.
then i ran the game loaded my savegame and started armokvision and it did not show my fortress.
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: PeridexisErrant on September 13, 2015, 06:08:35 am
@Pvt. Pirate - Did you load a fortress?  That's what it shows at the menu screen.

@Japa - the Mono dll is different between 32bit and 64bit builds, and the name of the data folder must match the executable...  I'll probably end up with an awful bat script to copy the correct versions into place and launch them, which I can pretend to the user is like a universal version.  Re: plugin versions, have you considered including an ID in the stream, so clients can instruct the user to update to a newer plugin?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Pvt. Pirate on September 13, 2015, 07:25:39 am
yes, i loaded a savegame before starting AV.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Rose on September 13, 2015, 07:47:47 am
Since it's hard to include an id in released versions, right now I'm working on making Armok Vision kinda figure out what's supported and work from there.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Pvt. Pirate on September 13, 2015, 08:50:42 am
i'll try again and send you the DFHack log/console whatever text.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Rose on September 13, 2015, 08:51:08 am
Just a heads up, I'll be releasing a hotfix release today or tomorrow that has less than half the download size, and will still work with a non-updated remotefortressreader, but won't have all available features.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: expwnent on September 13, 2015, 09:52:57 am
Any idea when DFHack 0.40.24-r4 will be released?  We've been waiting for a long time now, and the big DF release will probably be in a month or two... it'd be good to nail things down again before that.

I was planning on working on it this weekend but my computer broke and I'm migrating to a new one. Next weekend at the earliest. I plan on working on it then but I may or may not finish.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 13, 2015, 11:26:49 am
I made a hotfix update that allows you to still use Armok Vision with an older Remotefortressreader plugin.

https://github.com/JapaMala/armok-vision/releases/tag/v0.6a
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: Dirst on September 13, 2015, 11:52:10 am
Any idea when DFHack 0.40.24-r4 will be released?  We've been waiting for a long time now, and the big DF release will probably be in a month or two... it'd be good to nail things down again before that.

I was planning on working on it this weekend but my computer broke and I'm migrating to a new one. Next weekend at the earliest. I plan on working on it then but I may or may not finish.
NEVER LET A MACHINE KNOW YOU ARE IN A HURRY!

In my experience ATMs are the most vindictive, but as you can see PCs can be pretty spiteful, too.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: lethosor on September 13, 2015, 12:34:29 pm
Armok Vision requires a newer version of remotefortressreader than is provided with DFHack 0.40.24-r3.

Any idea when DFHack 0.40.24-r4 will be released?  We've been waiting for a long time now, and the big DF release will probably be in a month or two... it'd be good to nail things down again before that.
remotefortressreader updates are more frequent than DFHack releases, so making a DFHack release wouldn't avoid the need to update the plugin manually in the future, if that's what you're asking.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Now with Patreon!
Post by: PeridexisErrant on September 13, 2015, 08:13:55 pm
Any idea when DFHack 0.40.24-r4 will be released?  We've been waiting for a long time now, and the big DF release will probably be in a month or two... it'd be good to nail things down again before that.
I was planning on working on it this weekend but my computer broke and I'm migrating to a new one. Next weekend at the earliest. I plan on working on it then but I may or may not finish.
Good to hear things are on-track-ish, and I hope the migration goes smoothly.

remotefortressreader updates are more frequent than DFHack releases, so making a DFHack release wouldn't avoid the need to update the plugin manually in the future, if that's what you're asking.
I get that, but it's still been a long time - and as of 0.6a, using an older plugin just misses the new features rather than failing entirely.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Johuotar on September 14, 2015, 02:26:09 am
Very cool, thanks for making this. :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on September 15, 2015, 06:28:17 am
I've begun using this program to document my "Minecart Barons" community game.  Lots of pretty pictures. Thanks, man.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: funkydwarf on September 15, 2015, 11:29:44 pm
Hi, just thought I would chime in to say thanks. My daily internet routine starts with checking the front page, then checking out this thread for developments. Thank You for your work on this. And thanks to expwnent and all the people that pitch in to dfhack to be able to allow you to make this and other helpful stuff. And of course peridexiserrant for being eager to add new stuff to the pack he is nice enough to maintain for us....

So Thanks again for working on this visulizer, even though you contribute to/help maintain  another great visulizer, its exciting to see it coming along!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 15, 2015, 11:42:13 pm
Thanks for the appreciation.

Helps slightly lighten a rather shitty day I've been having.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 16, 2015, 01:07:06 pm
So I updated things so that you don't strictly need an actual fort loaded to show something in Armok Vision.

If you connect while travelling in adventure mode or while chosing an embark site, it will show you the world map, though it won't be centered on the embark site in the latter case. I'm working on that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on September 16, 2015, 03:35:13 pm
Some thoughts:
1. It would be useful to have an option to be able to pick an arbitrary voxel on the map around which to pivot the viewpoint.  This would allow a user to keep the selected voxel always centered on the screen while they moved around it to "see" it from all sides.

2. At large distances, the z-up and z-down (I'm using 'q' and 'e' are there others?) moves in chunks larger than the draw distance, which causes the view to lack rendering at certain layers until I jig it up and down a few times, attempting not to overshoot the missing layer.  It would be useful to have the option to be able to z-up and z-down on a layer for layer basis, maybe even using the DF keys of "<" and ">" to do so.

3. Touching on points 1. and 2.: having an option to advance the view by one voxel at a time horizontally would be very useful as well.  Pin that functionality to the voxel an adventurer is at, for instance, and you'd be able to "see what he/she sees". 

Whether you can get the functionality to match with the game dwarves or not, the ability to have a "first person perspective" for whatever map is being drawn would be enormously popular.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 16, 2015, 07:34:06 pm
Yeah, the z changing is a known issue that I'll be fixing.
The rest are also good suggestions.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on September 17, 2015, 04:58:11 am
The adventure mode modeling is really useful, by the way.  It's helped me to find the main passage that ascends/descends in the dwarven fortress my adventurer began in with very little searching.  That alone has made it a very useful aid for the vanilla game.  Thank you for your work on this project.

I've been working on some assets for the game using Sketchup Make 2015: doors/doorframes, hatch-covers, table, chair and bed.  The doors have a hinge and latch on them so that they can be rendered in either "open", "closed" or "forbidden".  Also, using Stonesense as a guide, I've built a "Leatherworker" and "Loom" workshop.  All of these have been made into groups so they may be selected independently.
Question: how do you want these models organized?  Where would you like the files to be posted?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 17, 2015, 05:35:59 am
Upload them anywhere and post them in the thread, I guess. Once I actually get buildings working, you can start submitting pull requests, if you like.

Actually, for the moment, just screenshots is fine.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on September 18, 2015, 03:51:18 am
Ok.  That works.

You did a video using the "first person view" https://www.youtube.com/watch?v=miLcPRZvZIY. What is the command for getting that to happen?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 18, 2015, 04:38:34 am
Just zoom in until it pops into first person. You need version 0.6 or above.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on September 18, 2015, 05:22:09 am
Ah. thank you.

The models I have completed so far:

Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: mifki on September 18, 2015, 05:36:16 am
Japa, btw, what material colours and how are you going to use for buildings/items?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 18, 2015, 06:09:40 am
I have my own list of material colors defined in some xml files, for most materials in the game that you can generally build from, with the state-colors as a fallback.

Colors are set by material name, with wildcards for mass assignment. So you can just set PLANT:*:LEAF to assign a color to all plant leaves, while *:*:LEAF will assign the color to both plant and animal leaves 

Colors are set using overlay blending, meaning grey on the texture becomes fully colored, while white stays white, and black stays black.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: mifki on September 18, 2015, 06:27:34 am
Did you try it?
Complex objects naturally consisting of different parts, like beds with sheets, how are they going to look? In stonesense you could combine several sprites with different colouring rules, right?
Also, have you considered using patterns (small textures) instead of solid colours for materials (cause even in DF you can achieve different effects with bg/fg colours)?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 18, 2015, 07:14:05 am
I didn't try it with beds yet, but I do have different parts of shrub tiles getting different materials. Namely dirt, stem, and leaves.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: mifki on September 18, 2015, 07:33:32 am
I didn't try it with beds yet, but I do have different parts of shrub tiles getting different materials. Namely dirt, stem, and leaves.

Shrubs are most likely hard-coded, while building models are probably meant to be replaceable by user.
Anyway, just curious. Still thinking what's the best way to describe colouring of user-supplied tiles for buildings in the next twbt version.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 18, 2015, 09:24:26 am
Nah, everything is replacable by the user, with very little being hard-coded.

Anyway, what you can do for multiple-material buildings is take advantage of the fact that all buildings will always have their construction items listed in the same order in memory, so you can just have the artist set for each sprite layer whether the layer is un-colored, colored by the overall building material, the first building item, second, and so on. The effect of this is most visible in stonesense with wells, which have the rope, mechanism,bucket, and walls, all colored by their materials.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Pvt. Pirate on September 18, 2015, 12:02:37 pm
woohoo the AV in the LNP even has working creature ASCII sprites :)
and it even works on my slow machine:
Spoiler (click to show/hide)
that's my labyrinth to delay the attack :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Heretic on September 19, 2015, 01:47:46 am
Ah. thank you.

The models I have completed so far:

Spoiler (click to show/hide)
Can you make some collection of this on Dropbox or ewerywhere else? then i probably can make some variants of your models... i only don't know that size needed and need an example ;)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 19, 2015, 01:53:38 am
Officially, the DF tiles are 2mx2mx3m, with a 0.5m floor, giving you 2x2x2.5m open spaaaaaace to put stuff in.

The actual sizing of the stuff inside the tile is up for debate, though, and probably shouldn't be realistic size.

Timeless Bob:
Those look a bit off, at the moment, some of them.

How do they look when placed together? Specifically with some walls around them.

Also, the door looks a bit too high polygon right now. Much of that will need to be done with textures.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 19, 2015, 12:22:40 pm
https://youtu.be/U_lw6tTjAHk

Got adventure mode working properly now. You can enter fast travel, go around, and leave fast travel, cleanly.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on September 19, 2015, 12:39:20 pm
Eat something!

No but seriously, awesome. Does it work from the zoomed in perspective too?

Is there a way to make that view register which way you're moving and pan appropriately?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 19, 2015, 12:58:22 pm
It doesn't follow the player yet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Clownmite on September 19, 2015, 03:42:39 pm
https://youtu.be/U_lw6tTjAHk

Got adventure mode working properly now. You can enter fast travel, go around, and leave fast travel, cleanly.

 :o :o :o :o :o :o
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on September 19, 2015, 07:26:07 pm
"Yet"... still damned awesome that it even handles the fast travel transition properly.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on September 21, 2015, 12:35:23 am
Another thing that would be useful: A series of preset view direction orientations, like "north" "south" "east" "west" "down" "up".  This would allow a person to quickly re-line up a base view, where they could tweak it from there.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 21, 2015, 02:12:45 am
Another thing that would be useful: A series of preset view direction orientations, like "north" "south" "east" "west" "down" "up".  This would allow a person to quickly re-line up a base view, where they could tweak it from there.

This is starting to get into the territory of things that need some kind of GUI
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on September 21, 2015, 02:17:45 am
I heard you like graphics so we put a graphical interface on your graphical visualizer so you can graphic your graphics while you graphic graphic graphics!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on September 22, 2015, 10:51:04 pm
More 3D assets for ya: Tracks and a Minecart
Spoiler (click to show/hide)

The "tracks" are actually carved guides for the back roller that has a flange around it.  The front roller doesn't have a flange. I imagine "Wheelbarrows" being almost identical to minecarts, but without the special flange on the back roller. With this design, its easy to see why minecarts can be so dangerous.
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 22, 2015, 11:46:39 pm
How will that cart turn? Keep in mind that minecarts don't need somebody pushing them to follow the track, so you will need both wheels to go into the track for that to happen, or at least the front one.

Also, most of these models are far too high polygon for use in Armok Vision currently.

The tracks, particularly, will definately have to be done with a texture.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on September 23, 2015, 11:19:36 am
Does the rendering engine support "bump textures" where the program fakes some limited relief with shading tricks?

Back the last time I played with 3D, which was a very long ago, bump textures did not figure into occlusion, which is a little limiting about how wheels interface with tracks.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 23, 2015, 12:13:23 pm
Have you looked at any of my recent screenshots?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: jseph1234 on September 23, 2015, 01:41:20 pm
It doesn't follow the player yet.

I've been toying with this and I see that it follows my player for part of the time but unless I go really slow it will lose the "connection"

Is that what you mean by not being to "Follow the player yet"?

Looks nice by the way.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 23, 2015, 10:24:12 pm
It's not supposed to be any following at the moment.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Gwolfski on September 27, 2015, 05:09:19 am
this is wonderfull. thank you.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 27, 2015, 02:46:11 pm
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: expwnent on September 27, 2015, 02:52:56 pm
Awesome!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: mifki on September 27, 2015, 05:10:44 pm
Dorfs must be happy to get some furniture finally.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 28, 2015, 12:34:34 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Poldon on September 28, 2015, 08:30:38 am
This is incredible!


For certain directional items like beds, will there be detection for walls so that it will have a sensible orientation in various corners and nooks and such, or is that going to be too much?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on September 28, 2015, 08:57:18 am
It's something I want to have, yes.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on September 28, 2015, 10:54:39 am
Lucky Japa is not just a wizard, but he also has experience with ramp and stair depiction coding huh?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: UristMcTruman on September 30, 2015, 11:43:52 am


(http://image.noelshack.com/fichiers/2015/40/1443631387-1399699471135.jpg)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Poldon on September 30, 2015, 04:40:19 pm
I've gotta say though, that dwarf peeking out of the table amuses me and makes me imagine them as extra sneaky.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 01, 2015, 01:12:28 pm
Since everybody has been asking for it, the next version will have more reasonable shininess on stone.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: funkydwarf on October 03, 2015, 05:37:58 pm
Please dont waste 1 second of dev time on that! Anyone worried about the shinyness of stone, or other non-interfering rendering at this point will never be happy...


Besides, dwarfs take pride in stone work and finish it very polished...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: dennislp3 on October 03, 2015, 06:13:40 pm
Smooth stone is shiny in real life...so its legit as far as I am concerned :P if you want to add in full 3d lighting via light sources with shadows and everything that would be the right change lol

(obviously that shouldn't be a priority now either...function first prettiness later)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 03, 2015, 06:46:29 pm
Actually, it was just a side effect of shifting shininess from being a function of shape, to being a function of material.

So now instead of setting the shininess of constructed walls, you set it for stone.

This was a necessary change because I had to put transparency as a function of shape instead, where before it was a function of material, which didn't make sense.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Poldon on October 04, 2015, 03:18:47 pm
Part of the problem with the shiny stone for me wasn't that it was just shiny, it was actually quite reflective, sometimes about as much as the surface of water, if you go back and look at my screenshot. It made it very difficult to try to look at and distinguish the various walls inside my fort from certain directions. I don't want my fortress to be headache inducing to look at, though I agree that smooth stone should have a certain sheen. Also those are stone blocks, not smoothed walls anyway.


Anyway, just dowloaded and tried out the new version, which is awesome, except now my silver block road looks very black from certain angles. It seems to be reflecting light from certain angles, but when not directly reflecting it just turns completely black. I took a screenshot where it's mostly black, but has some silver to it nearer the camera. It shouldn't look like this, should it?

Spoiler (click to show/hide)


Edit: I should mention that stone walls are already much less reflective than they were, and are much better in the current version now. What I was unhappy with was in older versions, and anyone getting Armok Vision now won't see that anyway.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 04, 2015, 07:57:10 pm
That black is probably a bug. I'll look into it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Graknorke on October 04, 2015, 08:16:49 pm
-snip-
You should probably reflect that image. Sarif has an augmented right arm, not left.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 04, 2015, 11:36:53 pm
Spoiler (click to show/hide)
Actually, what quality settings are you using? Fastest quality will show metal like that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Poldon on October 05, 2015, 09:05:44 am
Spoiler (click to show/hide)
Actually, what quality settings are you using? Fastest quality will show metal like that.

Oh, for some reason my brain didn't process the quality menu dropdown, and I just left it on fastest. If it looks better on higher settings, that's great, but I'm probably not turning mine up because I only get about 6 FPS with it anyway. XD

Edit: Tried it on max anyway, got 3 FPS and looked around, the silver looks great. Everything looks great, but I'm sadly going to be unable to use that most of the time. Great work so far! I can't wait for bridges, lots of weird empty spaces without them.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 05, 2015, 10:23:19 am
Bridges are in the next version.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on October 05, 2015, 06:18:28 pm
The minecart turns along that flanged wheel - a rotating flywheel under the track would work as a "roller" to speed the cart up or slow it down.  I can see the inertia of a cart letting it just roll forward on its own power until it hits a stop or a ramp.  As to these models having too many polygons - what's the average polygon count you're looking for?  Those tables look to have @20, the beds @14 or so - I can map the various assets to models that have a count under 30 polygons.  Would that work for you?

Suggestion: map four keys to rotating the viewpoint a specific degree, say @+/- 15 degrees left, right, up and down from the current view angle.  This would make low fps renders be much easier to control rather than nudging the mouse and hoping it doesn't skew past the desired view angle.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on October 05, 2015, 09:39:55 pm
Incidentally, is there a key to increase the z-levels displayed and I'm stupid or is that determined in-engine or something?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 05, 2015, 10:03:47 pm
No key currently, I'm afraid.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on October 08, 2015, 04:05:00 am
Well, either way I do need to thank you for making my avatar possible, the stonesense ones don't have the same effect as a straight on shot does.

Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 11, 2015, 06:44:05 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Poldon on October 11, 2015, 09:00:42 am
That is already looking SO AWESOME. Jappa, you taking the time to do this is so wonderful, thank you so, so much. If everyone were motivated to do wonderful things all the time, the world would be much more enjoyable.

... I have no idea why that came to mind, nope. <.<
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: expwnent on October 11, 2015, 02:00:28 pm
I understand the technical limitations but there's something oddly unnerving about the way all the dwarves are looking at the camera.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on October 12, 2015, 12:18:56 am
Hey, if your god popped his head down to see what you were doing, wouldn't you stop what you're doing and pay attention?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: strich on October 12, 2015, 04:59:34 pm
Wowo! Nice one Japa! I hadn't checked out the DF community in maybe a year now. I started to get some free time so I thought I might kick off my little real-time DF front-end, but here you are, already making awesome progress! :)

I think I'm interested in collaborating - Where do you hang out to chat? IRC still?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 12, 2015, 07:32:56 pm
Yup, still IRC, in various channels.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on October 14, 2015, 02:24:37 am
Hmmm, I imagine the liquids disappearing on higher z-levels is for visibility underwater?

Spoiler (click to show/hide)

Worth noting that it doesn't distinguish between green and clear glass either, though I think the windows and bridges will show up when the building stuff gets put in properly?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 14, 2015, 02:29:23 am
the problem with the water and magma is that it uses a very stupid method of making it into a mesh, which gives it no sides, or bottom, just one top-surface per z-level, which is invisible from below because of how the rendering works.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on October 14, 2015, 07:27:36 am
Ahhhhhhhh, that makes more sense of what I was seeing. Still awesome though, I just whipped up a composite to get the angles right for my avatar since the straight on shot didn't have visible magma behind the eyes.
Spoiler (click to show/hide)
Incidentally the version on github doesn't have the buildings and stuff in yet right? The folder is listed as 6a but it shows up as 8 something in the terminal I've got top running in.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 14, 2015, 09:14:26 am
Yeah, there's no release yet with the buildings. For that, you have to get the indev one.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on October 14, 2015, 03:12:22 pm
Oh I figured out what it was, I'm not used to having the x86_64 tag appended and it was abbreviated to x8 which was messing with me.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 14, 2015, 10:05:18 pm
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Orange Wizard on October 14, 2015, 11:48:35 pm
Neat.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 16, 2015, 04:33:37 am
BreadBowl (https://youtu.be/atT4S_gZ2y4)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on October 16, 2015, 06:49:57 pm
God damn man! Armok damn even! I mean, damn!

Also bleh, unity doesn't like wine enough to work after the whole install, is that the only way to build the dev versions?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Greiger on October 16, 2015, 08:22:47 pm
I want to wait for the new version, but at the same time I want to build a massive stone aboveground fortress so I can see it in this.

Curses, what shall I have to sideline, Gainful employment, PSO2, Rimworld or Bloodbowl...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Greiger on October 18, 2015, 11:50:15 am
Doublepost, sue me. :P

I have indeed started working on an aboveground fort for 3D awesomeness.  Year 1:
Spoiler: image (click to show/hide)

Armok Vision is beautiful.  I love how you treat stairs as ladders, I always felt they looked awkward in 3d visualisers when they were attempting to cram a full set of stairs into a tiny space. :)

Quick question,  There should be a rather large lake and a mountain behind the fortress there. I'm wondering if I'm doing something wrong when I view the fortress or if the flat plane is all that can currently be shown.

Keep up the good work regardless Japa :)

Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: crazyabe on October 18, 2015, 11:52:17 am
Watching
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 18, 2015, 12:21:01 pm
Quick question,  There should be a rather large lake and a mountain behind the fortress there. I'm wondering if I'm doing something wrong when I view the fortress or if the flat plane is all that can currently be shown.
You can try zooming out a bit to see more of the surrounding terrain.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Urist McVoyager on October 19, 2015, 11:39:49 am
Posting to watch. I love this! Wonderful work, man.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: funkydwarf on October 19, 2015, 05:05:28 pm
The render range is really small for performance he stated, so my guess is its out of the render range.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 23, 2015, 10:50:57 pm

Unfortunately, I still have to make a lookup table for every possible combination
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on October 24, 2015, 03:02:25 pm
Love the windows.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: UristMcTruman on October 25, 2015, 10:27:55 am
This is getting more and more awesome. 8)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 27, 2015, 01:30:03 pm
Spoiler: Stockpiles and zones (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 28, 2015, 12:42:00 pm
Work in progress furnace.

(http://i.imgur.com/pRJLDEY.jpg)

How the hell would a magma furnace even look/work?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: PeridexisErrant on October 28, 2015, 05:28:44 pm
Similar, but instead of the bellows have a grating through which the magma below is visible.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on October 29, 2015, 01:17:11 pm
Spoiler: In-game (click to show/hide)
Still need to do the bellows.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on October 30, 2015, 09:19:06 am
Yup, just a hole and later grate when you add them with the lower z-level visible.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: omega_dwarf on October 30, 2015, 06:47:25 pm
PTW! I can't believe I just found out about this today. This kind of thing could really revolutionize the game, and open it to a much wider player base. Very, very good work!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 05, 2015, 12:07:01 pm
What would be a good key to swap between day/night/both?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: funkydwarf on November 05, 2015, 10:36:34 pm
Print screen? I am not super familiar with the keys cause I haven't had time to play for a bit...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 05, 2015, 10:48:10 pm
That is kinda reserved for taking screenshots.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 05, 2015, 11:58:55 pm
{N}oon/{N}ight?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: funkydwarf on November 06, 2015, 08:49:59 am
Super delayed double post!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on November 06, 2015, 09:44:30 am
The numbers can put the sun at various angles, with zero for night.  The problem is that the numbers increase "west to east" on the keyboard while it's natural for increasing numbers to advance the sun from a sunrise in the east to sunset in the west.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 06, 2015, 01:18:23 pm
Note that following the DF time of day is also possible.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on November 06, 2015, 01:28:43 pm
Note that following the DF time of day is also possible.
That could be ~ (or whatever makes sense on the majority of keyboards). I was imagining folks checking what their fort looked like in different lighting.

Though a moving sun in fort mode would be interesting.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 06, 2015, 01:51:43 pm
http://imgur.com/a/zKw6w

Tried out making dwarves glow in the dark.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on November 06, 2015, 01:57:46 pm
http://imgur.com/a/zKw6w

Tried out making dwarves glow in the dark.
Nice work.  Looks like they are carrying lanterns.  Or mined out a cluster of pitchblende then used it to store the booze.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: expwnent on November 06, 2015, 03:14:18 pm
Note that following the DF time of day is also possible.

That might go by a little fast.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 06, 2015, 06:36:22 pm
Well, if you paused it and had it use the time of day by default it could be neat, and then the number keys to change the angle of the sun sounds awesome.

Also, the glowing dorfs + next update = raverdorfs.

Raverdorfs: not even once, once, unce, unce-unce-unce-unce.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: MaximumZero on November 06, 2015, 11:57:10 pm
What would be a good key to swap between day/night/both?
Home/End?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 06, 2015, 11:58:21 pm
Note that following the DF time of day is also possible.

That might go by a little fast.
It does. Looks kinda neat, actually, with the stars flowing across the sky.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: MaximumZero on November 07, 2015, 12:01:10 am
Note that following the DF time of day is also possible.

That might go by a little fast.
It does. Looks kinda neat, actually, with the stars flowing across the sky.
I do my best to maximize FPS, so I may end up with a Dwarven Rave.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: SalmonGod on November 07, 2015, 12:05:02 am
Note that following the DF time of day is also possible.

That might go by a little fast.
It does. Looks kinda neat, actually, with the stars flowing across the sky.
I do my best to maximize FPS, so I may end up with a Dwarven Rave.

Cosmic dwarven rave!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Putnam on November 07, 2015, 01:37:53 am
Note that following the DF time of day is also possible.

That might go by a little fast.
It does. Looks kinda neat, actually, with the stars flowing across the sky.
I do my best to maximize FPS, so I may end up with a Dwarven Rave.

Even at 1000 FPS, that's still just a day every 1.2 seconds.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 07, 2015, 10:30:28 am
http://imgur.com/a/WKfTJ

Experimenting with sizing creatures according to their in-game size.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 07, 2015, 11:13:39 am
Well that's pretty crazy.

Need a larger tileset though.

Wonder where we'd find some of those.

Also, anyone have a working linux build newer than 0.6? I gave up last time I tried to figure out why it didn't want to build for me.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 07, 2015, 12:53:13 pm
0.6 is the latest build.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 07, 2015, 01:08:07 pm
I meant the dev build, sorry, forgot to clarify. I've got a copy of 0.6 but it doesn't have the dorfs and whatnot showing up so I tried to get the suggested tools to build the dev version for linux but it kinda went shplut and that was that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 07, 2015, 01:44:01 pm
As far as I know, the Unity editor only runs on Windows and OsX, not Linux, sorry.

But I'll be making a new release as soon as there's another dfhack release, so you can try that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 07, 2015, 04:52:44 pm
Yeah, I wasn't able to get Wine to play nicely with it, supposedly it works but yeahhhhh, guess I'll wait.

S'ok, need a new video card anyways, my integrated graphics are starting to get weird horizontal artifacts from certain fullscreened things, AV might finish it off.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 08, 2015, 12:42:34 pm
Spoiler: Really terrible pumps (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 08, 2015, 01:54:47 pm
"S-see... we made the strange pump monument you requested... are... are you pleased with us, oh mighty lord Japa?"

"Lord Japa?"

'...magma.'
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 10, 2015, 01:59:50 pm
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 10, 2015, 03:01:28 pm
This is a feature I've been looking forward to.

When will the dfhack r4 build be up btw? I'm in no rush since my integrated graphics is not doing well, but I'll have a new card here next week so I'm psyched for making use of the big pretty well lit shots!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 13, 2015, 01:35:20 pm
New release! Check OP for details.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 13, 2015, 02:38:01 pm
Argh, come on video card and get here! Can't even play with this without the integrated coughing up a lung. T.T
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Baffler on November 13, 2015, 07:16:05 pm
PTW, this looks pretty cool. I'd post screenshots if I had any forts worth showing off.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 15, 2015, 04:49:41 am
v0.7 had a pretty major bug in it, causing the everything to dissapear whenever you make a step in adventure mode.

I just released a fix:

https://github.com/JapaMala/armok-vision/releases/tag/v0.7.1

v0.7.1
 * Fixed a bug that caused the landscape to not render whenever you moved as an adventurer.
 * Various performance improvements.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: TheBloke on November 15, 2015, 09:21:38 am
Japa: As I've said on IRC, awesome work with this.  And in particular with the FPS improvements in 0.7.1; you say "some" performance improvements, but in fact the difference I'm seeing is is absolutely vast.  I now get up to 150 FPS in AV when DF is paused, compared to 10 before.  Excellent work!

Just to note for the thread what we already discussed on IRC: in 0.7.1, [ ] keys are non-functioning, so the sun can't be manually moved.

I have three low-priority suggestions/requests:

Thanks again for AV, it's excellent!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 15, 2015, 09:35:50 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 15, 2015, 06:33:42 pm
Not sure how that got missed but, hitting S to change the scaling kinda has a problem of also being used to move your viewpoint. Also it runs great, card got here finally, yay!

Hmmm, I could swear the tileset used for the creatures was in the built folders but I guess it is just in the source ones.

I'm assuming if I point the dwarf.xml at the right images in there it will use them the same as the other .xml files with their respective stuff?

Ultimately I'm going to be trying to get my Curses+1.png and the CLA36x54 working with this.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 15, 2015, 09:47:52 pm
Scaling is L, not S.

As for the dwarf sprite sheet, it's currently hard-coded. The dwarf xml file is a red herring.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 16, 2015, 02:40:44 am
Rats. Well, I've made some higher resolution versions of various tilesets, if you've got a specific one you like lemme know and I'll try to scale it up since AV zooms in way more than it takes to make them start looking kinda crummy. I know the build folder had the set you currently use which is only 24x24, I've got a few 36x36 ones in my sig, GemSet comes with a 48x48, and I've got several 36x54 which would look fantastic in AV.

You have a typo on your github release page about the controls then, it says S there.

How many of the controls can be reassigned? I'd love to be able to change the zoom from mousewheel to anything else since I gotta grab the gf's mouse and plug it in to use it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 16, 2015, 02:57:42 am
Right now nothing is assignable. I'll work on fixing that next.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 16, 2015, 04:14:54 am
Click for full-size:
(http://i.imgur.com/aGDeq02.png)

Nagidal48x48Beards.png
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 16, 2015, 04:36:26 am
Actually, the image I'm using is this one:

Spoiler (click to show/hide)

But I've been scaling it down on release to save filesize.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 16, 2015, 05:35:55 am
What do you scale it down to? Where did the outline come from as well?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 16, 2015, 09:05:07 am
I made the outline, actually. For giving some contrast against the background.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 16, 2015, 10:18:22 am
Ah, was trying to figure out how a scaling artifact could do that, hah.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 16, 2015, 12:05:24 pm
Played around with some ideas to make them stand out, was curious if I could do something that would look neat with the glow effect.
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 16, 2015, 12:15:32 pm
All that would really do is make them blurred.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: LoSboccacc on November 16, 2015, 12:45:04 pm
Ptw
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 16, 2015, 12:49:05 pm
All that would really do is make them blurred.
Hmmm, it stood out against white grey and black backgrounds, but it's just an idea I was tinkering with anyways.

Incidentally I'm glad to hear you're moving more of the interface to the user alterable side of things. How hard would it be to have the creature sprites do the same as the tiles and whatnot are?

I assume if I were to change the blahblah.obj in the various resource folders that it will change accordingly?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 16, 2015, 12:58:02 pm
Creature sprites are the next to be user-configurable. I just needed something quick so I can at least have some sort of creatures showing.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on November 16, 2015, 01:05:58 pm
Creature sprites are the next to be user-configurable. I just needed something quick so I can at least have some sort of creatures showing.
As a first pass, maybe allow Stonesense assets?  Running them unmodified would make the creatures stare unnervingly at the camera the whole time, but it's a start.  Even having them as "cardboard cutouts" inside their tiles might even look nice until actual 3D assets become available.

For 3D assets, it might make things easier on modders to let them wrap a texture on a primitive shape... with the option for real 3D models further down the line for real artists.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 16, 2015, 01:08:28 pm
Nah, I don't actually have any current plans on having 3d creatures. Just flat sprites.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 16, 2015, 01:48:00 pm
I kinda prefer the flat sprites, I can do stuff with them... 3d stuff and I'm in over my head.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 16, 2015, 01:50:43 pm
Same. It's much easier to make good looking sprites.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on November 16, 2015, 02:27:38 pm
Same. It's much easier to make good looking sprites.
It's not like I can churn out a 3D model for my content either; I would have been living forever at the sprite level no matter what happened to AV.

Do you think it'd be worth the effort to have different sprites for different view angles?  I'm thinking "top-down" "on same level" and "bottom-up", maybe splitting "on same level" into four directions based on creature facing for the truly neurotic content creators out there.  But a single flat sprite gets AV 80% or more toward the goal of an immersive living environment.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: PeridexisErrant on November 16, 2015, 07:20:08 pm
I know it's unusual, but Armok Vision deals with a far wider range of zoom levels than most games - have you considered supporting vector formats (eg .svg) for sprites, so they look good at any zoom level?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on November 16, 2015, 08:57:55 pm
Well, if you want one a bit smaller with the black outline, this is 72x72 and less bumpy than the 96x96, which should help it size down smoother. The larger scaled animals kinda end up chunky looking atm.
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on November 22, 2015, 03:34:42 am
Just downloaded 7.1 for windows and had an odd result: regardless whether it was the x64 version or not, the fortress rendered onto a starscape and a blue field and started blinking quickly on and off.  What didn't strobe, however, were the dwarf sprites, just the landscape.  The time "P" pause and changing using "[" and "]" didn't seem to have any affect on the time itself, which is remaining at 1 Granite,0,12:00am.  Considering it's the 19th of Timber, year 7 on my map, something screwy is going on with that too.  These two screenshots should help illustrate what I'm talking about

Screenshot 1:
Spoiler (click to show/hide)
Screenshot 2:
Spoiler (click to show/hide)
Screenshot 3:
Spoiler (click to show/hide)

It almost looks like its reading my fortress as being over water somehow, because when I rotate the view, the side that's not hanging over a starfield has this green island on the horizon, but this fortress is nowhere near an ocean or lake, so I'm not sure what's going on there.  Maybe its a rendering thing for the blinking (Even while the game was paused, the FPS was between '11' and '6', with the "640x480" and "fastest" settings), but the weird surrounding landscape effect?  No clue.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 22, 2015, 04:20:31 am
7.1 had a pretty bad bug. Get 7.2
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on November 29, 2015, 03:36:02 am
7.2 has had no change in either the blinking or the weird placement half over an ocean.  The time effects are still frozen at 1 Granite, 12 unfortunately.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on November 29, 2015, 04:21:22 am
Can you give a save?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Shurikane on December 03, 2015, 08:49:23 pm
Is there a way to make the software show the entire local area, rather than cut into slices?  I'd like to explore my megaconstruction and take scenic pictures, but the bottom and/or top are always cut off.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on December 03, 2015, 08:52:51 pm
If you zoom in with the scroll wheel, you will go into first person mode, which doesn't slice the top off. Then you just have to move the camera away.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on December 03, 2015, 11:07:50 pm
Can you give a save?

Sure.  Phoebus graphics pack.
https://www.dropbox.com/s/7pkgp9gz2533cwp/Minecart%20Barons%20-%20y6.zip?dl=0
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Shurikane on December 04, 2015, 08:15:12 am
Gave it a go with the latest releases.  I'm making a green class constructions and the textures are SHINY!  :D

I think right now what keeps me from getting the ensemble view is the draw distance; my building cuts off no longer because of the slicing, but because of the draw distance.  I'm aware it's limited for performance reasons but I'd consider it a nice-to-have to allow the user to expand it beyond the norm in order to take photos of megaconstructions.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: TempAcc on December 05, 2015, 02:06:15 pm
So I guess this relies on DFhack assets to work? Latest DFhack isn't compatible with the new version so I can't use this yet, I guess.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Romeofalling on December 05, 2015, 02:21:00 pm
Is there anything like a User Manual or set of keyboard commands? Mouse directions? Having some trouble figuring our how to move around in it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: lethosor on December 05, 2015, 03:43:21 pm
So I guess this relies on DFhack assets to work? Latest DFhack isn't compatible with the new version so I can't use this yet, I guess.
Yeah, it relies on DFHack. It's possible that RemoteFortressReader isn't broken, but enough other things are that we can't really distribute it yet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on December 05, 2015, 08:38:01 pm
Is there anything like a User Manual or set of keyboard commands? Mouse directions? Having some trouble figuring our how to move around in it.
The GitHub release pages have a key list, but there's no included Readme
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Romeofalling on December 06, 2015, 04:18:07 pm
Is there anything like a User Manual or set of keyboard commands? Mouse directions? Having some trouble figuring our how to move around in it.
The GitHub release pages have a key list, but there's no included Readme

I'm looking at https://github.com/JapaMala/armok-vision and do not see a key list. Am I at the wrong URL?

Quote
To Use

Install Dwarf Fortress and a current DFHack.
Download Armok Vision from the forum thread.
Load into a fortress mode map.
Start up Armok Vision.
Enjoy!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: lethosor on December 06, 2015, 05:10:15 pm
Yes - https://github.com/JapaMala/armok-vision/releases is the releases page.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on December 15, 2015, 10:38:06 am
Made a blog post: http://jonillo.com/2015/12/a-surprising-bit-of-art/
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: BoogieMan on December 17, 2015, 12:25:24 pm
Looks very promising. Back when I first started playing DF many years ago, I thought that maybe one of these days someone will find a way to output it to some kind of 3d visualizer and allow it to be played that way. This is by far the closest to what I pictured in my head back then. Nicely done!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on December 17, 2015, 02:32:59 pm
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on December 17, 2015, 03:34:56 pm
Looks like a Lego demonstration project.

Which is to say a realistic looking representation of impractical objects :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Immortal-D on December 17, 2015, 08:14:08 pm
I hate you, TowerCat.  I hate your adorable kitty face so very much.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Bearskie on December 18, 2015, 09:52:25 am
If you notice, it's been caaaaarefully calibrated to be one floor higher than Casa de Pallo.

OT, the upcoming update looks really good, and it was already good before. Seriously, those perfectly-squared tile colors are inexplicably comforting to my OCD soul.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on December 19, 2015, 01:49:44 am
Finished up the model export for now. (http://jonillo.com/2015/12/mesh-export-finally-working-properly/)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Immortal-D on December 19, 2015, 10:15:16 am
On a serious note, that is brilliant beyond words.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on December 20, 2015, 04:27:17 am
Argh, this is why I was avoiding this thread, I can't play with these toys!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on December 21, 2015, 06:38:36 am
That model export is beautiful.  Certainly this will allow those who wish it, to export their maps to a SecondLife space and populate it with, say, garden gnomes standing in for the dwarves.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on December 21, 2015, 07:34:33 am
That model export is beautiful.  Certainly this will allow those who wish it, to export their maps to a SecondLife space and populate it with, say, garden gnomes standing in for the dwarves.
And this is quite obviously the entire reason DARPA developed the Internet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Vattic on December 21, 2015, 05:22:03 pm
Sarcasm aside I prefer it to their intended use. Nice work as always Japa. Seeing all the stuff you've got up to encouraged me to program regularly again.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on December 22, 2015, 06:57:48 pm
Eh, I've been wanting to export DF maps to a multiple-user space for some time now, but haven't had the required skills or know-how to do so.  The DF worlds and histories have been a staple in my pen and paper RPG's for some time now.  To be able to export them via adventure mode into "places" my players can explore as a group, is just awesome.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: funkydwarf on January 08, 2016, 09:45:08 pm
Easy to tell there's been a new interesting DF release! Crickets around here! That's Ok, its keeping us all busy!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 08, 2016, 11:47:38 pm
Actually, I've been banging my head against the wall figuring out how I want to handle creature graphics.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: CharonM72 on January 09, 2016, 12:00:30 am
Actually, I've been banging my head against the wall figuring out how I want to handle creature graphics.

2D sprites? I'd be fine with sprites, even if it's a placeholder. Get some pictures off the internet, alpha map them, and throw 'em in. Maybe the simplest solution? Full-scale models could be a serious lag problem if there are lots of creatures anyway.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 09, 2016, 12:05:29 am
Sprites aren't an issue, I can just use stonesense sprites.

It's the config stuff in the backend that's the problem.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Putnam on January 09, 2016, 07:05:54 pm
Config stuff meaning like Stonesense's XML? Something specific that's different causing issues there?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 09, 2016, 11:42:32 pm
I guess it's not so much a specific difficulty with the programming itself, but more that every time I open it up to work on it, I just feel all my enthusiasm drain away.
I really just have to force myself through it until I get past the boring parts, but it's hard.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: CharonM72 on January 09, 2016, 11:56:34 pm
I've been having a similar problem with updating my map generator to show sites and structures. I know exactly how to do it but it's tedious. But whenever I look at some of the maps that it's produced, and when I see aerial maps of cities and countries, it inspires me.

If only work and my girlfriend didn't take up all my time...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 10, 2016, 12:03:21 am
Heh, you just have work and girlfriend.

I have work, wife, AND daughter.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: MaximumZero on January 10, 2016, 12:05:00 am
Heh, you just have work and girlfriend.

I have work, girlfriend, AND daughter.
Girlfriend? What does the wife think about that?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 10, 2016, 12:06:04 am
*waves hands*

you didn't see anything....
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: temetvince on January 10, 2016, 01:24:02 pm
Japa, thanks for your hard work. Armok Vision is amazing! In case you have anyone with troubles getting it to work on linux, I made a post on how I got it running with the lazy newb pack for linux here:
http://www.bay12forums.com/smf/index.php?topic=155454.0

Basically, I downloaded dfhack r4 and overwrote the dfhack version that came with the lazy newb pack.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: temetvince on January 10, 2016, 01:38:40 pm
Also Japa, your hotkeys on the releases page lists "S" instead of "L" for toggle scaling based on size.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 10, 2016, 02:09:55 pm
Thanks, I'll correct that tomorrow.
Till then, have a blog post.

http://jonillo.com/2016/01/revisiting-trees/
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: gchristopher on January 11, 2016, 06:03:41 pm
Probably a stupid question, but if we'd like to build a version that renders a larger area, what needs to change besides rangeX and rangeY in GameMap.cs?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: UristMcTruman on January 11, 2016, 08:24:09 pm
Walked for the first time in the streets of my 42.04 fortress. I cried a little.
Spoiler (click to show/hide)
Thank you Jappa, you're the best! :'D

Stupid question: when using the current version (7.2) with the old DF 34.11, it still works but the screen is blinking like crazy-seizure-mode. I still use the remotefortressreader plugin that you kindly made for 34.11 months ago; would it be possible to make the current one also compatible with DF34.11, or would this require too much time (sorry to ask for this, I know how incongruous this request may seem ^^' )?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 11, 2016, 08:33:23 pm
I'll make a 0.34 version today.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 11, 2016, 08:34:59 pm
Probably a stupid question, but if we'd like to build a version that renders a larger area, what needs to change besides rangeX and rangeY in GameMap.cs?
That's what needs to be changed, but not in the source file. You need to change it in the scene in Unity.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 12, 2016, 07:26:02 am
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: UristMcTruman on January 12, 2016, 09:59:20 am
Is this the export feature?  :o
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on January 12, 2016, 10:21:16 am
Now it looks even more like Legos.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Bumber on January 12, 2016, 03:21:30 pm
Spoiler (click to show/hide)
DF confirmed for Microsoft HoloLens.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: gchristopher on January 12, 2016, 09:46:20 pm
Probably a stupid question, but if we'd like to build a version that renders a larger area, what needs to change besides rangeX and rangeY in GameMap.cs?
That's what needs to be changed, but not in the source file. You need to change it in the scene in Unity.
Thanks! That worked great, I've never touched Unity before and didn't know to look for variables in the scene.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: CharonM72 on January 13, 2016, 07:10:56 am
Japa, how did you get the map of the world into the scene? Did you have dfhack export a world map or something?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 13, 2016, 07:19:55 am
I read the map from memory, same as the local map.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 15, 2016, 10:52:00 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on January 15, 2016, 11:27:18 am
That looks awesome for a "simple" solution.  Can you re-use the ramp logic to slope the bottoms of those trunk segments starting above the ground?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 15, 2016, 12:32:36 pm
Spoiler: Snow (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: funkydwarf on January 15, 2016, 02:39:06 pm
The branches look fine from above and very cool from "in" them at ground level in the snow pic, which is the most important perspective for me lol, I wanna occulus rift around inside my fort!! Eventually...in 2 years when the rig is more affordable!

Is it easy to flatten the tops of the logs "block" so the trunks all connect? that would make the top view look great and make the inside view super cool. 


See'in as trees are for making charcoal I cant say it makes much difference either way lol!


Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: expwnent on January 16, 2016, 01:59:09 pm
Snow looks awesome!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: UristMcTruman on January 17, 2016, 11:53:38 am
Spoiler: Snow (click to show/hide)

(http://image.noelshack.com/fichiers/2016/02/1453049472-neat.gif)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Ghills on January 18, 2016, 10:19:12 am
Awesome. PTW
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Timeless Bob on January 18, 2016, 08:51:25 pm
So does this even work with 42.xx maps?  I uploaded it with the latest Lazy Newb Pack (DF 42.04), but all that shows is a sky box.  So I checked github and 7.2 documentation talks about 40.24... Perhaps I'm just missing something.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: PeridexisErrant on January 18, 2016, 08:58:57 pm
I can confirm it works - make sure you've got DFHack enabled, then open Armok Vision after opening your fort.  Looks good to me :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on January 18, 2016, 09:25:35 pm
Napa, is the snow a clone if the original geometry offset up a tad and textured as "snowy stuff"?  If so, something similar might work for creatures to show spatters and such.

Then we can see if that elf is appropriately covered in elf blood :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 18, 2016, 09:40:07 pm
Not even a clone. Just a shader effect where anything facing up is turned to snow.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: funkydwarf on January 18, 2016, 10:24:04 pm
Are you kidding me right now? HOLY CRAP I have not built a fort in a looong time, just lurking the board waiting patiently for a few bug fixes in to this new version (DF)to build.  I finally started a fort, I am almost 2 years in, so I don't have a lot going for me so far and Even so ! I ! Finally! Tr!ed! Holy! Hell! Armok !Bloody! V!!s!on! ANd! am Armok-Damned blown!n aw!y!A-- EEP! Holy Crap that's somme gooooooooooooo!!oooood! Stuf!!F!

I was lost, and then suddenly I knew where I wAs! I in the stairwell, near my production floor! It WAS AMAZING! It...WAS!.....inevitable

I am totally losing my shit right now, cause this is some hot damn hot damn stuff. I Can CLICK on stuff!  Whats it that? ITS A KILN! Woot... And the (c)at and smaller than the dwarf!! I mean I saw your update on character sizing. I "knew" I could go into my fort and see it....but to actually do it!

Thanks again so much man!   This thing is awesome.!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on January 19, 2016, 06:10:30 am
Not even a clone. Just a shader effect where anything facing up is turned to snow.
That has the considerable advantage of not doubling the polygon count.  Well done, sir. :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: SimRobert2001 on January 20, 2016, 10:40:13 am
So, I started up armok vision, and its not showing me my fort. Instead, its only a picture of space. I have run it before, Do i need to run the program at the same time as I load up the fort?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 20, 2016, 10:54:10 am
A fort needs to be currently loaded when you start Armok Vision.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: SimRobert2001 on January 20, 2016, 11:10:29 am
It is loaded. Its loaded, and im able to work with it, a d actively playing with it
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 20, 2016, 11:23:11 am
which version of DFhack is installed?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: SimRobert2001 on January 20, 2016, 01:27:56 pm
42.04 on top of 42.04.  Thing is, its worked before, and I was able to take pictures of it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 20, 2016, 01:33:27 pm
Can you pastebin the contents of the Armok Vision_Data/output_log.txt?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: SimRobert2001 on January 20, 2016, 01:38:26 pm
Initialize engine version: 5.2.0f1 (89160207ce1a)
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.0]
    Renderer: AMD Radeon HD 8510G (ID=0x9999)
    Vendor:   ATI
    VRAM:     737 MB
Begin MonoManager ReloadAssembly
Platform assembly: C:\DF2015-4\Armok Vision_Data\Managed\UnityEngine.dll (this message is harmless)
Loading C:\DF2015-4\Armok Vision_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: C:\DF2015-4\Armok Vision_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading C:\DF2015-4\Armok Vision_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: C:\DF2015-4\Armok Vision_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading C:\DF2015-4\Armok Vision_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: C:\DF2015-4\Armok Vision_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading C:\DF2015-4\Armok Vision_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: C:\DF2015-4\Armok Vision_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading C:\DF2015-4\Armok Vision_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: C:\DF2015-4\Armok Vision_Data\Managed\protobuf-net.dll (this message is harmless)
Loading C:\DF2015-4\Armok Vision_Data\Managed\protobuf-net.dll into Unity Child Domain
Platform assembly: C:\DF2015-4\Armok Vision_Data\Managed\System.Core.dll (this message is harmless)
- Completed reload, in  0.104 seconds
desktop: 1366x768 60Hz; virtual: 1366x768 at 0,0
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

Platform assembly: C:\DF2015-4\Armok Vision_Data\Managed\System.dll (this message is harmless)
Platform assembly: C:\DF2015-4\Armok Vision_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Platform assembly: C:\DF2015-4\Armok Vision_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: C:\DF2015-4\Armok Vision_Data\Managed\System.Configuration.dll (this message is harmless)
Could not connect to localhost: 5000

 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

UnityException: DF Connection Failure
  at DFConnection.ConnectAndInit () [0x00000] in <filename unknown>:0

  at DFConnection.Start () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

Setting up 1 worker threads for Enlighten.
  Thread -> id: 47b0 -> priority: 1
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 20, 2016, 01:45:57 pm
Looks like it's not able to connect to DF, check your firewall?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: SimRobert2001 on January 20, 2016, 02:00:57 pm
It was able to do so before, thats the thing. And I only have avast.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 20, 2016, 02:07:55 pm
So what changed between then and now?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: SimRobert2001 on January 20, 2016, 02:09:16 pm
So what changed between then and now?

Thats just it. I have no clue. Its the same DF hack, The same DF version, Same armok vision.

Edit: I restarted Dwarffortress, and loaded Armok vision right when i loaded the game. Armok vision now works.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on January 20, 2016, 03:28:53 pm
So what changed between then and now?

Thats just it. I have no clue. Its the same DF hack, The same DF version, Same armok vision.

Edit: I restarted Dwarffortress, and loaded Armok vision right when i loaded the game. Armok vision now works.
"Jiggling the toilet handle" for the win...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on January 31, 2016, 01:51:58 pm
Trees now have leaves of their own color, as well as fruits. (http://imgur.com/a/vBKVV)

Unfortunately, they only show them there if they were there whenever the map updated last. It doesn't get regenerated automatically when the season changes.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: funkydwarf on January 31, 2016, 04:20:58 pm
Looks great!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 03, 2016, 01:53:44 pm
Everybody tell me what stuff you really want in the ini file, so I can add those first.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 03, 2016, 11:43:35 pm
Here's what I have so far.

Code: [Select]
[Meshing]
meshingThreads = 2
queueLimit = 10

[Rendering]
drawRangeSide = 4
drawRangeUp = 1
drawRangeDown = 5
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: onciblu on February 04, 2016, 02:14:38 pm
So what changed between then and now?

Thats just it. I have no clue. Its the same DF hack, The same DF version, Same armok vision.

Edit: I restarted Dwarffortress, and loaded Armok vision right when i loaded the game. Armok vision now works.


I had the same problem as yours, It was resolved by enabling DFhack
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 04, 2016, 02:42:34 pm
Okay, I gave up on the Ini idea, and now I'm using JSON.

I'll try to move as much as possible into there before the next release, so people can play with it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 05, 2016, 01:56:42 pm
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on February 05, 2016, 02:56:26 pm
Very nice.  Especially since it's snowing heavily where I am.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Bumber on February 05, 2016, 07:29:07 pm
They look pretty well finished already. Only criticism I would have is that palm leafs tend to curve/droop back down a bit.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Bearskie on February 17, 2016, 04:49:40 am
Hey Japa. Just to check, the current version doesn't allow you to increase the max draw distance does it? Because hypothetically there might be a certain 25 z-level megaproject I would like to screenshot *cough*
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 17, 2016, 06:05:31 am
The next version does. I'll make a release today.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 17, 2016, 08:23:05 am
Or not.

As I was cleaning things up for release, sudden blackout.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on February 17, 2016, 09:12:09 am
Or not.

As I was cleaning things up for release, sudden blackout.
Maybe Bearskie's megaproject has some waterwheels in it to power your computer enough for an upload? :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 17, 2016, 10:22:08 am
Powers back now, but the voltage is so low I can't run my computer.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: BlackSmokeDMax on February 17, 2016, 12:15:50 pm
Or not.

As I was cleaning things up for release, sudden blackout.

Hey, a guy is allowed a drink every now and then!  ;)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 17, 2016, 12:43:58 pm
Anyway, if you have Unity installed, you can download the project off GitHub and build it yourself, and configure it to your heart's content.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 18, 2016, 01:01:17 pm
Made a little video. (https://youtu.be/8LRYZzqd_9g)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Roses on February 18, 2016, 02:01:10 pm
It's looking amazing!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on February 18, 2016, 02:16:19 pm
TOWAH CHIKKEN!

"They shoulda gotten a white guy to play Japa." ~The Missus

How very inappropriate, dear, thank you. (Yes that was a joke, we were both laughing over the cat/chicken bit and got silly)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 18, 2016, 02:19:47 pm
I was in a silly mood, hence the fake accent.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on February 18, 2016, 02:26:00 pm
Yeah, it was really silly, good job!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Aklyon on February 18, 2016, 03:12:33 pm
It was a very silly accent indeed.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 19, 2016, 03:23:15 pm
http://imgur.com/a/N5XyG

Trees changing color through the seasons.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dozebôm Lolumzalěs on February 20, 2016, 02:34:27 pm
I'm on a laptop, so don't have a scroll button. This is wonderful, but how do I zoom?  :(
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 20, 2016, 03:05:46 pm
See if you can change the key binding in the launcher. Otherwise I'll fix that for the next version.

What would be good keys for alternatives?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Max™ on February 20, 2016, 03:31:18 pm
Isn't ctrl+/ctrl- sorta standard? I'd love not having to use a scroll wheel, as I don't have one either.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Bumber on February 20, 2016, 04:44:03 pm
I'm on a laptop, so don't have a scroll button. This is wonderful, but how do I zoom?  :(
Are you sure your laptop doesn't have the capability? Mine lets me scroll by using two fingers on the touchpad.

Isn't ctrl+/ctrl- sorta standard? I'd love not having to use a scroll wheel, as I don't have one either.
Or just +/- if it's not already bound. Ctrl+/Ctrl- are generally analogous to Ctrl+Scroll.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: expwnent on February 20, 2016, 04:45:40 pm
I'm on a laptop, so don't have a scroll button. This is wonderful, but how do I zoom?  :(
Are you sure your laptop doesn't have the capability? Mine lets me scroll by using two fingers on the touchpad.

Mine does too but it's hard to control.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dozebôm Lolumzalěs on February 22, 2016, 02:55:30 pm
I don't know what setting to change. They all have weird names like "Fire1", or useless like "CameraLeft".

Also, I have a duplicate set of trackpad buttons, so I changed one to "scroll up" and "scroll down". No dice. D:
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Hylum on February 22, 2016, 06:01:53 pm
So how long until we get to play DF in 3D? Hypothetically  ;D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dirst on February 22, 2016, 09:36:58 pm
So how long until we get to play DF in 3D? Hypothetically  ;D
Well, we know it will be available before 2050 (http://www.bay12forums.com/smf/index.php?topic=116365.0), so within 34 years :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: expwnent on February 24, 2016, 03:06:52 pm
So how long until we get to play DF in 3D? Hypothetically  ;D

2008?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dunamisdeos on February 25, 2016, 06:47:19 pm
Hey, quick question: Is there a way to increase the render distance? I have a large surface-built town that looks 100% awesome in ARRRMOOOK VISSIOOOOON but I can't get the whole town. Is there a setting somewhere?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 25, 2016, 09:33:36 pm
There will be.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Dunamisdeos on February 26, 2016, 02:11:25 pm
Cool! Either way, this is a fantastic project and I tip my hat to you. I use it constantly.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 28, 2016, 01:02:28 am
I just got seasonal sun angle changes working. For the purposes of this, your fort is assumed to be somewhere in central Europe, so winter days will be shorter, with the noon sun lower in the sky, while summer days will be longer, with the sun higher up.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Roses on February 28, 2016, 01:58:47 am
I just got seasonal sun angle changes working. For the purposes of this, your fort is assumed to be somewhere in central Europe, so winter days will be shorter, with the noon sun lower in the sky, while summer days will be longer, with the sun higher up.

Maybe take the actual forts location with respect to the meridian of the generated world to calculate sun angles? The only assumption required then would be the planetary tilt, which you could just set as ~23 degrees (Earth's tilt) or 0 degrees (No tilt). Of course I'm not sure if this would really change the end product all that much, and may just make things unreasonably complicated.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 28, 2016, 02:18:19 am
I can do that, but then it needs a dfhack update to tell Armok Vision whether the world has a pole on the north, on the south, both, or none.
And then winter is on the same time of year no matter which side of the equator you're on.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: ragundo on February 28, 2016, 03:25:06 am
I can do that, but then it needs a dfhack update to tell Armok Vision whether the world has a pole on the north, on the south, both, or none.

It's already done.
Code: [Select]
    int flip_latitude = df::global::world->world_data->flip_latitude;

    if      (flip_latitude == -1) // NO POLES
    else if (flip_latitude ==  0) // NORTH POLE ONLY
    else if (flip_latitude ==  1) // SOUTH_POLE ONLY
    else if (flip_latitude ==  2) // BOTH POLES


Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on February 28, 2016, 05:18:36 am
It's not in remotefortressreader yet, is what I meant.

Also I'm lazy.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Hylum on February 29, 2016, 02:32:51 pm
So how long until we get to play DF in 3D? Hypothetically  ;D
Well, we know it will be available before 2050 (http://www.bay12forums.com/smf/index.php?topic=116365.0), so within 34 years :)

LOL! I hope I am still around to experience it! Also great job on the viewer! I love it, you are a great talent and asset.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on March 03, 2016, 12:17:31 pm
Version 0.8.0 Released. (https://youtu.be/LnbuyjD04F0)

Changelog:
 * Fixed units showing up when they're caged or off the map
 * Added creature names above sprites
 * Added option to export the generated map to collada file, using Ctrl+M. Quite crashy.
 * Made clouds and distant terrain optional
 * Trees now show leaves, flowers, and fruits, in their proper times and colors.
 * Backend stuff related to creatures. Not usable yet.
 * Performance improvements by Kazimuth
 * Save various settings to a JSON file that is created on first run.
 * Remodel tree branches
 * Added palm leaves to trees that can use them.
 * Made the sun angle change according to season.

Controls:
W, A, S, D, and middle click drag: Move horizontally.
Q, E: Move up and down.
P: Pause and resume sun movement.
[, ]: Change time of day. This automatically pauses the sun movement.
O: Toggle shadows being casted from hidden Z-levels.
L: Toggle scaling of creatures based on their size.
Ctrl+M: Exports the map as a Collada file.
Mouse wheel zooms in and out.
Right click drag rotates the view.

Installation:
You must already have Dwarf Fortress 0.40.24 with DFHack R5 (https://github.com/DFHack/dfhack/releases/tag/0.40.24-r5) installed, with RemoteFortressReader-windows-0-40-24-r5.plug.zip extracted into your Dwarf-Fortress/hack/plugins directory.
Then just run Armok Vision from anywhere with any save loaded in Dwarf Fortress.

Support Me:
If you'd like to support my efforts, you can become my patron at https://www.patreon.com/japamala
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: PeridexisErrant on March 03, 2016, 04:50:20 pm
Yay!  This looks really nice.

Just a few questions and feature requests:

 - How does compatibility with DFHack develop work?  It seems that 0.42.05-r1 isn't compatible with Armok Vision 0.8, which is a real shame.  Will that change for .06?

 - Better handling of old remotefortressreader versions should be a priority (just an error message would be fine), and helpful messages for eg. running when DF is not running, does not have DFHack, no save loaded, etc would also be really helpful.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on March 03, 2016, 09:18:42 pm
Oops.

I guess I  forgot to properly test it with older remotefortressreader versions.

What happens with the one packaged with r1?

0.6 should have the latest remotefortressreader anyway, so that shouldn't be an issue.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: PeridexisErrant on March 03, 2016, 10:25:21 pm
Oops.

I guess I  forgot to properly test it with older remotefortressreader versions.

What happens with the one packaged with r1?

0.6 should have the latest remotefortressreader anyway, so that shouldn't be an issue.

Red error line in the console about RPC error, and no blocks rendered in Armok Vision - nothing crashed, it's just that nothing happened.

Glad the dev side is up to date :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
Post by: Rose on March 03, 2016, 10:53:13 pm
Bah.

Looks like it's hot fix time.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: CaptainMcClellan on March 03, 2016, 11:17:24 pm
Japa you wonderful madman! I look forward to trying your latest DF extension! :D Is it Linux-compatible?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on March 03, 2016, 11:47:39 pm
It is, but you will have to compile dfhack yourself.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: CaptainMcClellan on March 03, 2016, 11:51:14 pm
It is, but you will have to compile dfhack yourself.
I've already signed up to do so to help them test. Any specific advice on things I might need to do during compilation?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on March 03, 2016, 11:52:20 pm
Not really. Whatever is in the develop branch is what Armok Vision needs.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: CaptainMcClellan on March 04, 2016, 12:00:09 am
Woo! I'll report any bugs I can find.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: PeridexisErrant on March 05, 2016, 02:39:15 am
https://github.com/DFHack/dfhack/releases

42.06 support came out a few hours ago :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on March 05, 2016, 02:40:37 am
Armok Vision relies on DFHack, but I don't need to make any update once DFHack is updated, since it's supposed to be able to work with any version of DFHack and DF you have installed.

Theoretically.

In reality, things sometimes break for older versions, and I have to fix it.

But the latest released version of DFHack will work fine with armok vision 0.8
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on March 18, 2016, 12:15:12 am
So the next version of Armok Vision will support Oculus Rift, as well as streaming to google cardboard, if you have either of those.

The support isn't perfect, but it's decent enough.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: SalmonGod on March 18, 2016, 12:42:21 am
So now I can walk with my dwarves.  Next thing you know, Japa will have us talking with the dwarves...

Think of the amazing tantrum spree
If I could walk with the dwarves... Talk with the dwarves...
Drink and belch and vomit with the dwarves
And maybe Armok would talk to me
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: expwnent on March 18, 2016, 01:04:10 am
So the next version of Armok Vision will support Oculus Rift, as well as streaming to google cardboard, if you have either of those.

The support isn't perfect, but it's decent enough.

O_O
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: PeridexisErrant on March 18, 2016, 02:05:02 am
So the next version of Armok Vision will support Oculus Rift, as well as streaming to google cardboard, if you have either of those.

The support isn't perfect, but it's decent enough.

Oh my goodness.   :o

Will it work on my old DK1?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on March 18, 2016, 02:09:03 am
I have it streaming to my wife's phone where I view it with a $3 piece of cardboard.

I think the DK1 will work.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: funkydwarf on March 18, 2016, 07:57:11 am
And since the unity pledged native support for the HTC vive it should work for that headset as well?? Or am i mistaken?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on March 18, 2016, 08:20:50 am
Technically, it will be supported.

But I can only design things around what I have.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Untrustedlife on March 18, 2016, 09:52:49 am
So now I can walk with my dwarves.  Next thing you know, Japa will have us talking with the dwarves...

Think of the amazing tantrum spree
If I could walk with the dwarves... Talk with the dwarves...
Drink and belch and vomit with the dwarves
And maybe Armok would talk to me


You can do that in adventure mode vanilla dwarf fortress already
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: SalmonGod on March 18, 2016, 12:14:00 pm
So now I can walk with my dwarves.  Next thing you know, Japa will have us talking with the dwarves...

Think of the amazing tantrum spree
If I could walk with the dwarves... Talk with the dwarves...
Drink and belch and vomit with the dwarves
And maybe Armok would talk to me


You can do that in adventure mode vanilla dwarf fortress already

I just wanted to play with the Dr Doolittle song
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Erils on March 18, 2016, 12:44:57 pm
First person adventure mode could be cool. Especially seeing the bogeymen beat your skull in.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: lethosor on March 18, 2016, 03:34:08 pm
BenLubar has been working on getting the "follow unit" mode (in fortress mode) working, which would be pretty neat too.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: GM-X on March 19, 2016, 12:51:56 am
So the next version of Armok Vision will support Oculus Rift, as well as streaming to google cardboard, if you have either of those.

The support isn't perfect, but it's decent enough.

100% awesome. The layers of depth and accessibility to DF have reached truly staggering levels.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: KillzEmAllGod on March 20, 2016, 10:38:22 pm
Would you be able to make it so theres an option to toggle the colour of the smoothed walls so they're all the same colour?
Might want a few settings for it so contructed ones can be different.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on March 20, 2016, 10:52:50 pm
Not a toggle, but you can make a tileset that does that already.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on March 25, 2016, 11:31:55 am
So I can now control DF through Armok Vision. It just passes the keys through directly, so you still need to look at the DF window to see what you're doing.

I'll be fixing that too.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: CharonM72 on March 25, 2016, 11:56:58 am
So I can now control DF through Armok Vision. It just passes the keys through directly, so you still need to look at the DF window to see what you're doing.

I'll be fixing that too.

 :o
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on March 25, 2016, 12:31:52 pm
Problem is, for the direction keys to make sense, the camera needs to be more or less from the south.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: PeridexisErrant on March 25, 2016, 05:46:47 pm
So I can now control DF through Armok Vision. It just passes the keys through directly, so you still need to look at the DF window to see what you're doing.

I'll be fixing that too.

Wow. I think people have been waiting quite a while for something like this!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on March 26, 2016, 09:06:12 am
https://youtu.be/Vk_PzMNPyh0

level of DF control currently.

Pretty much at the moment means you don't have to alt-tab between AV and DF, and shift+arrows doesn't work, but it's a start.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: CharonM72 on March 26, 2016, 09:48:29 am
Will there be a way for Armok Vision to follow the location of the DF camera?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Max™ on March 26, 2016, 10:12:55 am
Problem is, for the direction keys to make sense, the camera needs to be more or less from the south.
Well, I was screwing around as I remembered when I was seeing what all I could break with gm-editor and started poking at the df.global.world.map_extras stuff.

Sadly I can't get it to consistently rotate the view and follow it in any orientation except a 180 flip, and I can't even see where I am when I do the uh, 270 degree rotation, while the 90 degree rotation has the map way offset to the left side of the screen and then resets to the normal rotation when you move far enough to come on screen.

Regular:
(http://i.imgur.com/0ZnDWX4.png)

Za Warudo:
(http://i.imgur.com/CNxsUhQ.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: KillzEmAllGod on March 26, 2016, 09:21:29 pm
Had Armok vision running and that caused df to slow down to 30 fps. Anyway to make it so it doesn't reveal everything on the layer its on?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on March 26, 2016, 10:45:22 pm
At the moment, there isn't a way, no.
I keep putting off working on that.

I really should get it fixed, though.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 01, 2016, 08:47:36 am
(http://i.imgur.com/rHpr8YF.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: CharonM72 on April 01, 2016, 10:26:01 am
This is amazing.

So, this should work with Google Cardboard I suppose? Using some kind of LAN streaming service to the phone. Japa, you said earlier that you managed that with an Android phone; what software did you use for that?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 04, 2016, 04:13:17 am
https://youtu.be/yLUfW-CVwPE

Here's a video showing it in action.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Roses on April 04, 2016, 10:15:56 am
This is looking great!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: expwnent on April 04, 2016, 07:15:26 pm
How did you get a volcanic glacier you bastard! :P

Looking good!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Max™ on April 04, 2016, 10:01:19 pm
Code: [Select]
[WORLD_GEN]
[TITLE:HORRORCANDY]
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[PS_DR:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
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[PS_DR:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100:100]
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All the evil volcano glaciers you could ever want to play with.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: expwnent on April 05, 2016, 12:17:09 am
Code: [Select]
[WORLD_GEN]
[TITLE:HORRORCANDY]
[DIM:33:33]
[EMBARK_POINTS:1504]
[END_YEAR:2500]
[BEAST_END_YEAR:750:75]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:100:400:3200:3200]
[RAINFALL:0:100:51:51]
[TEMPERATURE:-25:25:10:15]
[DRAINAGE:75:100:51:51]
[VOLCANISM:50:100:800:1600]
[SAVAGERY:0:100:800:1600]
[ELEVATION_FREQUENCY:3:1:0:0:0:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:3:25:1:1:1:50]
[VOLCANISM_FREQUENCY:2:0:0:0:1:1]
[POLE:NORTH]
[MINERAL_SCARCITY:750]
[MEGABEAST_CAP:15]
[SEMIMEGABEAST_CAP:10]
[TITAN_NUMBER:0]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:66]
[NIGHT_TROLL_NUMBER:0]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:10]
[WEREBEAST_NUMBER:10]
[SECRET_NUMBER:10]
[REGIONAL_INTERACTION_NUMBER:20]
[DISTURBANCE_INTERACTION_NUMBER:20]
[EVIL_CLOUD_NUMBER:10]
[EVIL_RAIN_NUMBER:33]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:6:12:0]
[EVIL_SQ_COUNTS:75:175:375]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:0]
[SUBREGION_MAX:3250]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:95]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:5]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:50]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:25]
[LEVELS_ABOVE_LAYER_1:10]
[LEVELS_ABOVE_LAYER_2:5]
[LEVELS_ABOVE_LAYER_3:5]
[LEVELS_ABOVE_LAYER_4:5]
[LEVELS_ABOVE_LAYER_5:10]
[LEVELS_AT_BOTTOM:5]
[CAVE_MIN_SIZE:1]
[CAVE_MAX_SIZE:3]
[MOUNTAIN_CAVE_MIN:0]
[NON_MOUNTAIN_CAVE_MIN:0]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:15]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:175]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
[PS_EL:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400:100:400]
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All the evil volcano glaciers you could ever want to play with.

Awesome, thanks!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 05, 2016, 12:32:21 pm
So I tested this in adventure mode.

I like it. But it needs a lot of work.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Ducimtabar on April 08, 2016, 10:24:53 am
Hi everyone, sorry for possible mistakes in my english :)

Started working on models, made a little chair, haven't go deep in configuration, but noticed something strange.
Here is my model in the engine.
(http://cs631125.vk.me/v631125569/24ff4/fnolPrHEWws.jpg)
And here is my model in the 3DS Max.
(http://cs631125.vk.me/v631125569/24fed/4MLOntszqwY.jpg)

As you can see, I split model to peaces in Max for better control by vertex count. But in the AV there is no specific "graphic artifact" on the edges of model, so I suggest that Unity somehow split model to peaces by itself. So I don't know how many vertices on my model right now =) can you please make it clearer for me? I don't understand how exactly models is split out in AV.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 08, 2016, 10:34:18 am
I can add an option to log the number of vertices in each loaded mesh, to help with debugging.

As for the rest of the question, I'm not sure where the issue is? the two models look pretty much the same, though some of the detail can probably be done better with normal maps.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Ducimtabar on April 08, 2016, 10:50:39 am
Quote
I can add an option to log the number of vertices in each loaded mesh, to help with debugging.
I think it can be helpful, but I can't ask it =) if it's not will be hard, I'll be glad to see something like that.

Quote
As for the rest of the question, I'm not sure where the issue is? the two models look pretty much the same, though some of the detail can probably be done better with normal maps.
It's better to be shown probably...
(http://cs631125.vk.me/v631125569/25024/eSi2o-6qsc0.jpg)
Here. So with my splitting model is 152 vertices totally, but what I see in engine is probably near the 200. I can be mistaken, but it is better to check.
I will make all the maps lately, after understanding of all import specifications =) actually on this model there is no even correctly made UV.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 08, 2016, 11:02:37 am
Oh, that.

Well, don't do that anyway, it looks bad.

I would rather remove vertices by removing the cushions, and just use normal maps for those, unless you want to have the cushions a different material (which would be cool)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Ducimtabar on April 08, 2016, 11:24:30 am
I know it's looks bad, but with upper limit in 255 vertices I have no other choice to optimize models =) Anyway I use splitting in the clearly visible places.
Yep, I want to create some cloth material to cushions on the chairs and for bedding on the beds.
Normal maps on the flat surfaces is looking worse than artifacts on the vertices normals, I want to try to use both methods for the best result. Besides normal map can roughly fix the problem so main thing what I thinking about is a vertex count.

Oh, and if this splitting is made by purpose, I can work with it without problem. Just want to know how exactly it works.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 08, 2016, 11:51:02 am
Things that have a different smoothing group in 3ds max are split in Armok Vision.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Ducimtabar on April 08, 2016, 12:17:21 pm
Quote
Things that have a different smoothing group in 3ds max are split in Armok Vision.
I know it and I decided to not to use smoothing groups in max, never :) Besides additional splitting is created in UV-seams, so I use mesh splitting and UV splitting in the same places.
I think it will be very useful for modellers if you are append some features for better control by the vertex count in the next versions of AV if it's won't be too hard.
Tried to import model with 7000 vertices. It's suddenly worked. What have I do wrong? O_o
(http://cs631125.vk.me/v631125569/2508a/H0amMuDZm0c.jpg)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 08, 2016, 12:36:32 pm
It was probably the UV seams, then.

I'll be honest, I'm not such a huge expert on mesh importing, so I probably won't be changing much there.

What's there at the moment works okay, more or less.

One thing you can try is importing the mesh into the Unity editor, and see if it tells you the resulting vertex count.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Ducimtabar on April 08, 2016, 12:54:55 pm
Ok, I will try it in Unity.
Sorry if I'm bothered, I'm just excited that my models is working in DF ^_^ THE DREAM IS REAL!!!
UPD. Create 14 "chairs" and on the eleventh there is a problem with rendering other meshes. So I understood the limits now.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 08, 2016, 01:05:54 pm
Yeah, the vertex limits, which are soft limits, but should be followed anyway, come from the fact that one mesh in Unity has a hard limit on 65535 vertices.

Since my landscape tiles all get merged together into 16x16 tile meshes, then we have 16x16=256 meshes being merged into one. that means the average number of vertices per tile cannot be more than 65535/256=256 vertices per tile.

The way I would do your chair is just use one quad for each side of the legs, with an alpha map giving the shape of the legs.

You can take a look at the cupboard model to see how that's done.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Ducimtabar on April 09, 2016, 11:01:47 am
Hey Japa have new questions =)
Actually only one. I have tried to understand the specifications of XML-files and it's pretty not obvious. Some details is clear, but far not all of them. Can you give me some kind of scheme what you are using in work or even docs with descriptions of parameters?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 09, 2016, 11:23:00 am
Which one are you trying to understand? then I can explain better.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Ducimtabar on April 09, 2016, 01:28:42 pm
All of them XD I will need all parameters anyway for creating different models for different purposes and making textures for them. And creating combination of models, for example to workshops. And combinations of materials. Etc.
Ok. I wanted to create different materials for chair what I made. There is a pillow with its own material and a wooden elements what is global for wooden objects.
So I create new mesh "BaseMaterial" and include in it my pillows. For experiment purpose I started AV and there was no pillows on the chair, its not rendered. How to create a material for compound object?
Then I tried to find mentioned "BuildingMaterial" in XML-files to use it as a template. But I didn't found one.
So I was dissapointed in my brains.
But I wanted a new experiment! I wanted my chair to be mirror. So I looked what the wood is it made from, it was "WALNUT".
In "\StreamingAssets\Colors\Colors_Wood_Newer.xml" I found my walnut and append " metal="yes" " in its color.
By the way, so I suggest there is "metal="yes"" for metallic="1" and metal="no" for metallic=0 without any other possible values, am I right?
Also I went to "\StreamingAssets\MaterialTextures\MaterialTextures.xml" and change specular for my wood to "Mirror_S.png".
When I started AV there is totally black material instead my walnut.
So I was dissapointed in my brains once more time.  :'(
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 09, 2016, 01:40:22 pm
Okay, so "BuildingMaterial" means that that part of the chair takes the texture from the material the chair is made from in the game.

If you put it "BaseMaterial" then it actually won't work for buildings at all, if I understand things correctly.

The cushion, which should be its own texture, you name it "NoMaterial"

Then I will have to add ability in the next version to give your own color texture to it, because right now, it's more complicated than it needs to be.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Ducimtabar on April 09, 2016, 01:51:10 pm
So you will give me more information about XML after you add some features in future updates? :D
Okay, then I will just create models without import it in actual game for now, and will be waiting for news =)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 09, 2016, 02:04:01 pm
I will give information now.

Just the way to add custom texture to parts of the model that don't take the material is difficult.

Let's take simple example, cabinet.

<?xml version="1.0" encoding="utf-8"?> <- This is the standard XML declaration.
<buildingMeshes> <- This declares what is being described in this file.
  <buildingMesh <- This begins the definition for a single building.
    file="built_cabinet_0.obj" <- OBJ file for your building
    normal="built_cabinet_0_N.png" <- These are all different texture maps to apply.
    occlusion="built_cabinet_0_O.png"
    alpha="built_cabinet_0_A.png"
    rotation="AwayFromWall">
--- Next version, I will add color texture maps here, for parts of the building that don't use texture.
    <buildingType token="Cabinet"/> <- This says which building to apply the model to. You can use more than one to apply to more than one building type.
  </buildingMesh> <- End of this building definition.
</buildingMeshes> <- End of the file.

There's more stuff, like subobjects, but I'll describe those tomorrow.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Ducimtabar on April 09, 2016, 02:20:40 pm
Thank you very mush for explanation.
One detail.
Quote
<buildingType token="Cabinet"/> <- This says which building to apply the model to. You can use more than one to apply to more than one building type.

What is "token"? Is it a building name right from DF?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 09, 2016, 08:03:34 pm
Generally yes, but with buildings it's not, because they're not on the raws.

For that reason, AV creates a file called buildintypes.csv when you run it, that lists every possible value.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Ducimtabar on April 10, 2016, 08:50:24 am
Still asking about glossiness and metallic.
There is a two gems in the jeweler workshop what is look like... Mmmm... Dont even know, like models? :D
So I wanted to make them shiny.
I can apply normal, occlusion and alpha for them in the "buildingmeshes.xml"
I can apply pattern and specular in the "materialtextures.xml".
But it's not make them shiny. Gems already have Mirror_S.png as specular and it look like it didn't applied.
By the way, just my thoughts, but if you replace occlusion with metallic, it can be extremely useful for complex materials. Occlusion as itself can be including to pattern, its just shadows, didnt it?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 10, 2016, 09:20:12 am
The gems in the jeweler's workshop are supposed to be shiny, actually, but if they're not, then I'm not sure what's wrong. I'll have to check.

As for using the occlusion map, I can't put the occlusion map into the pattern map because the pattern map shouldn't depend on the model in the way the occlusion map does.

What about merging the specular and metallic maps? Regular specular is between 0-0.5, and metallic specular is from 0.5-1?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Ducimtabar on April 10, 2016, 10:39:12 am
Nevermind, just need to set fantastic graphics quality :D
Quote
What about merging the specular and metallic maps? Regular specular is between 0-0.5, and metallic specular is from 0.5-1?
I tried it in Unity and there is not to much changes... In general I working in specular workflow instead metalness and specular map look overimportant for me. There is not too much importance in this map in that workflow, as I see now.
But anyway merging two maps together can be good idea in purposes of texturing simplification. Or it can't? It's actually very interesting question.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 10, 2016, 10:46:19 am
I think I'll just add a new map to the list. This will have the metalness map, as well as self illumination map on it, plus whatever other ones we think of on the way.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Max™ on April 11, 2016, 01:14:27 am
Speaking of maps, I know in many ways AV can replace what isoworld did (and as I still have had no luck getting it to compile for Arch, nor was Wine able to get the windows version working) but it won't load areas on the world-map unless you are near them in travel mode, or at all from say, the embark screen. Is that a ridiculous idea or a simple change? I know when you zoom way up above the map it has the general elevation stuff displayed but it's the lowest resolution version until you visit it directly.

Oh wait, you gotta zoom out with the scroll wheel to get the overview display don't you?

Dammit, I should see how to remap scroll wheel functions on my trackball.

Oh ho! I didn't know Arch stored a 10-evdev.conf under the usr/share folder so that's why my other attempts didn't work, much better when I can zoom without grabbing a different mouse just for that one function!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 11, 2016, 01:53:56 am
The problem is that currently, Armok Vision only loads what's loaded up in the DF memory, while ISOWorld loads up the exported maps, which are higher quality.

If I make a 3d map viewer, I'd have to do some trickery to make things still perform well.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Max™ on April 11, 2016, 02:02:58 am
Makes sense, and yeah, I saw that just now when I was traveling around and then drop out of travel mode, you can see your visible portion of loaded map pop up high-res.

It would probably be a big hassle to get AV to check for the exported maps like Isoworld huh.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: PeridexisErrant on April 11, 2016, 02:37:59 am
Random begging time; can we get another release sometime soon?

(and FWIW I'd love to have highly detailed world maps, *later*)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 11, 2016, 02:45:22 am
Yeah, I'll try to put everything together.

Just want to get these new textures working before I do another release.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 11, 2016, 12:54:36 pm
I have metallic map working.

Right now, it can only be set on a per-mesh basis. I think this is fine.

(http://i.imgur.com/ypZzR26.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Max™ on April 11, 2016, 06:34:26 pm
Japa you sexy bastard.

Love the dorf peeking over the bottom there.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 12, 2016, 08:57:24 am
Now I have the self illumination map working.

With this done, I just need to do some testing to make sure nothing is broken, then fix up a release.

(http://i.imgur.com/MZLWPzX.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 13, 2016, 12:34:51 am
FYI for anybody who has a fork or copy of the repo, you should do a full fetch again, because 95% of my comits had the wrong email address on them, which I fixed.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: lethosor on April 13, 2016, 06:59:54 am
Couldn't you have associated that email address with your GitHub account (assuming it was valid)?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 13, 2016, 07:40:54 am
I did that too, and made said email address. (this new one is @mail.com instead of @gmail.com)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 14, 2016, 11:16:21 am
So, Unity has a way to collect various user data, and I'd like to use it to see how many people are using Armok Vision, as well as a few basic things like computer hardware, and which version you're running.

None of it would be personally identifiable, and it'd help me to know how powerful computers it's running on.

If you guys don't like it, I'll disable it completely.

Unfortunately, there doesn't seem to be a way for the user to turn it on and off, so at a minimum, number of users would be reported if it's enabled at all., but the rest of the data would be able to be turned off if desired.

I'll leave this poll open for a couple days, and then make a release either with or without the analytics.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Pvt. Pirate on April 14, 2016, 07:46:42 pm
i can't use this anymore as you changed to the 64bit version :(
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 14, 2016, 08:07:22 pm
The 32 bit is still available.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: PeridexisErrant on April 14, 2016, 08:49:16 pm
@PvtPirate - That might be my fault; the starter pack tends to bundle 64bit only due to file size limits.

@Japa - the downloads link at top of thread is out of date.  Use https://github.com/JapaMala/armok-vision/releases/latest instead, it'll always point to the latest non-pre-release.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Rose on April 14, 2016, 10:35:53 pm
Oops, fixed.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Max™ on April 15, 2016, 04:34:06 am
Eh, I'm comfortable enough with the info collection just because you came out and said "I can do this, would anyone care, I can turn it off if not" when you could have just enabled it quietly without anyone noticing in all likelihood. I can definitely see how that info would be useful for improving the performance, but I imagine people would like the option to disable it. I generally do with random stuff that I find out is wanting to send info out of nowhere anyways.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Pvt. Pirate on April 15, 2016, 05:14:41 am
@PvtPirate - That might be my fault; the starter pack tends to bundle 64bit only due to file size limits.
how many of the other files in there are 64bit? maybe that explains the many crashes i experience ???
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Dunamisdeos on April 15, 2016, 02:52:50 pm
I have the new starter pack, and this doesn't seem to connect with my fortress.

I guess it does require DFhack! I think this is the feature I miss the most.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: Poldon on April 15, 2016, 05:46:47 pm
There's a difference between someone I can see and get to know collecting my information and a big company with who-knows-what other goals and motives in mind, especially a big company I don't trust. In this case, I'm completely fine with the collection. If nothing else, we know who to blame if things go badly. =P

(That's a tease, not really serious. XD)

Edit: By the way, I am very eagerly looking forward to playing Dwarf Fortress entirely through this! That is really amazing and awesome! Just as soon as we begin the big DF release cycle I might play. XD

This will also make showing people stuff so much easier!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 16, 2016, 09:59:16 am
https://github.com/JapaMala/armok-vision/releases/tag/v0.9.0

New release!

Now you can play Dwarf Fortress directly from Armok Vision.

It's very barebones, but it mostly works.

Also, I took out any analytics info that I have control over, as per popular request.

I mention the control part because the Unity3D company collects their own stuff from every Unity game, mostly just hardware info, as far as I know, but I don't do any collection of my own.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
Post by: lethosor on April 16, 2016, 10:49:33 am
I have the new starter pack, and this doesn't seem to connect with my fortress.

I guess it does require DFhack! I think this is the feature I miss the most.
I don't know what version the "new starter pack" is, but if you're referring to PeridexisErrant's, I don't believe he's shipped a pack without DFHack since around 0.40.15. It's disabled by default in some newer packs, but you can still enable it.

@PvtPirate - That might be my fault; the starter pack tends to bundle 64bit only due to file size limits.
how many of the other files in there are 64bit? maybe that explains the many crashes i experience ???
DF only uses 32-bit libraries, so any 64-bit libraries (or anything else that's 64-bit only) can't crash DF. If DF could only find, say, a 64-bit version of SDL.dll, it wouldn't start at all.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: perkel on April 16, 2016, 11:41:20 am
So since you actually got it working (playing df from AV) how do you see progress on this in future ?
I mean are there any technical probless you won't be able to jump above ?
currently downloading.

Imo best way to handle gameplay would be to point camera down like in DF when you pop up gameplay menu or you want to play game. Once you done camera then changes position to your previous used.

Also have you ever though about implementing real isometric camera ? I mean AV looks good but with proper isometric mode it would look a lot better due to how isometric camera works and what type of DF game is.

edit: if you don't know it proper isometric camera is different than camera just pointing like isometric one. Isometric uses superwide fov which means that objects close to camera are same size or almost same size as objects very far from camera.

here is what difference looks like done on another unity project game called City Skylines by modder (so it should be possible to implement it)

https://www.youtube.com/watch?v=ThO9hT_CNNE
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 16, 2016, 11:42:51 am
I haven't tried an isometric camera in a while, actually.

Let me give it a go real quick.

...Aw shit, oops.

I broke the tree shader.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: perkel on April 16, 2016, 12:05:56 pm
new update doesn't seem to work properly for me. using LNP r20 with DFhack you pointed out but AV doesn't seem to talk to df. Just receives commands from it.

Only mouse works.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 16, 2016, 12:30:56 pm
Yeah, there's some bugs. I'm putting together a fix now.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 16, 2016, 12:58:46 pm
This is what isometric mode looks like.

(http://i.imgur.com/Cvhw2Mm.png)

Honestly, I prefer Stonesense.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: perkel on April 16, 2016, 01:12:04 pm
DAMN looks amazing imho. Would be awesome if this was mode that would lock your camera to setting like this by pressing F5 or something like that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: SalmonGod on April 16, 2016, 03:17:49 pm
Seriously.  That looks incredible.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Dunamisdeos on April 16, 2016, 05:02:46 pm
Wowwww that looks amazing!!!

Hey I have a small feature request! What about sprites/models for humans? I see we have something in place for dwarves.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Max™ on April 16, 2016, 07:51:53 pm
Those are just the tileset included with the viewer atm.

Also: TOWAH CHIKKEN!

Having the functionality of stonesense and isoworld replaced by AV is technically doable, and seems like a logical progression doesn't it?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Dirst on April 16, 2016, 09:05:01 pm
Those are just the tileset included with the viewer atm.
I was hoping it'd be relatively easy to use Stonesense sprites as a placeholder before real 3D models (in that same stare-at-the-camera pose as the current creature tiles), but it seems like it would be quite a bit of work.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 16, 2016, 09:12:41 pm
Yeah, I've also been planning on using stonesense sprites, but it's quite a bit of work, so I've been putting it off.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Dirst on April 16, 2016, 09:28:20 pm
Yeah, I've also been planning on using stonesense sprites, but it's quite a bit of work, so I've been putting it off.
Can the rendering routines be lifted from Stonesense itself?  Or are the environments so different that it would be easier to start over?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: PeridexisErrant on April 16, 2016, 10:51:24 pm
I'd love to see an isometric mode, and stonesense sprites would be cool.

However, the highest priority at this point should be a button that pops up a list of controls, and what they do.  Bundling a proper README file would also be great.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 16, 2016, 10:53:59 pm
Er.... Yeah, that.

As for lifting directly from stonesense, I wanted to do that initially, but once I started doing that, I realized that I really didn't like the stonesense way of doing it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: perkel on April 16, 2016, 11:41:00 pm
Have you ever thought about mixing textures or way to do that ? ? I mean for all natural occuring blocks (like raw stone etc) it would be great if there would be some sort of gradients between textures of block A and block B. This would essentially remove ground blocky surface textures

edit: is hotfix up ?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Max™ on April 17, 2016, 01:22:07 am
Huh, AV showed me that either there is a necromancer ambush floating over one of the tiles I removed from the edge of my map (stupid outpost liason! use the same damn entrance as the wagons like you did for years) and hasn't been seen, or the game is send some weird info to av that makes it show her being there.
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 17, 2016, 02:49:09 am
It's probably somebody that left your map bit wasn't cleaned up properly.

Could you send me the save so I can take a look?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Pvt. Pirate on April 17, 2016, 09:17:38 am
Quote
You must already have Dwarf Fortress 0.40.24 with DFHack R5 installed, with RemoteFortressReader-windows-0-40-24-r5.plug.zip extracted into your Dwarf-Fortress/hack/plugins directory.
where can i get that program/plugin?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 17, 2016, 09:21:10 am
I haven't made an updated one yet.

The latest DFhack version with the latest DF version should have you covered, though.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Pvt. Pirate on April 17, 2016, 09:22:12 am
yes, thanks, i finally found the file somewhere in the LNP.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 17, 2016, 01:09:09 pm
Here's a fix for the one or two bugs that popped up in the new release:

https://github.com/JapaMala/armok-vision/releases/tag/v0.9.1
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.1 Release!
Post by: Max™ on April 17, 2016, 08:46:19 pm
Hmmm. Would it be possible to have the hidden tiles be a toggle? Being able to display the tiles/display black/display nothing would be amazing, some forts are REALLY damn confusing with it like it is right now.

(http://i.imgur.com/eKa8rpS.png)
vs
(http://i.imgur.com/N3LfHB1.png)

It's probably somebody that left your map bit wasn't cleaned up properly.

Could you send me the save so I can take a look?
If you wanna: http://dffd.bay12games.com/file.php?id=11960

She should be up on the volcano a z-level or so below a human corpse and above one of the mountain goat chunks I think?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 17, 2016, 10:05:17 pm
Yeah, black spaces are what I have to work on next.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Max™ on April 17, 2016, 10:37:54 pm
Oh good, it is a very neat effect but like I said, some forts make it confusing as shit, but if it was a toggle like stonesense had that would be amazing.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Heretic on April 18, 2016, 03:13:04 am
` looks not working. Idea about cause - if i change language of keybord, wasd can't work to. Paradox is - buttons work than language is not english.
Can you deal with it?
Thanks
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 18, 2016, 07:27:21 am
For those of you still on DF 0.40.24, I made an updated remotefortressreader plugin here:
https://github.com/JapaMala/armok-vision/releases/download/v0.9.1/RemoteFortressReader-windows-0-40-24.plug.zip
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Heretic on April 18, 2016, 03:31:18 pm
I'm using 42.06, but problem is here...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 18, 2016, 06:49:34 pm
No, your problem is different.

I'm not sure how to support different keyboard layouts.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Pvt. Pirate on April 19, 2016, 02:19:01 pm
just redirect the keypress by keycode without interpreting.
the keyboard driver sends a code for the pressed key, the OS-Keyboardlayout interprets it and assigns a meaning.
just either completely skip the assignment or send assigned commands.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 19, 2016, 05:15:01 pm
Problem is Dwarf fortress requires interpreted keycodes.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Pvt. Pirate on April 19, 2016, 07:20:34 pm
doesn't unity accept interpreted keycodes too?
then there should be no problem.
i got a german "qwertz" keyboard yes "Z"
many old games take the direct input and as Y and Z are flipped, mapping the controls can be a PITA.
what's even worse is the punctuation and special signs, which even differ among keyboards from countries with german language.
so if you tell me to go search for "/" i'd guess it should be somewhere on [Ö] [Ä] or [#'].
i only know as much as that there are the different approaches of either grabbing the input straight from the Keyboard or getting it after the driver and location-setting has interpreted it.
there's also a directX table of numericals for each interpreted keypress. (i know that, because i had to remap a key in a Fallout3 mod by editing a .ini once.)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Max™ on April 19, 2016, 07:46:31 pm
Not sure what the windows equivalent is, but xkbcomp lets you install custom .xkb files with any layout you choose.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 20, 2016, 01:30:26 am
` looks not working. Idea about cause - if i change language of keybord, wasd can't work to. Paradox is - buttons work than language is not english.
Can you deal with it?
Thanks

I just did some testing.

The key for toggling the DF interface is always the one below the esc key, to the left of the 1 key, no matter which language you have enabled. If you have a russian keyboard, it's the ё key, for example.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Pvt. Pirate on April 20, 2016, 05:53:23 am
I just did some testing.

The key for toggling the DF interface is always the one below the esc key, to the left of the 1 key, no matter which language you have enabled. If you have a russian keyboard, it's the ё key, for example.
Quote from: Cpt.Obvious
So you Armok Vision's Engine uses direct input.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 20, 2016, 06:17:42 am
Note that this is for armok vision itself.

DF, weather directly or through Armok vision, does respect the keyboard layout.

Which means it'd actually be unplayable with russian keyboard.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: mifki on April 20, 2016, 07:41:06 am
Which means it'd actually be unplayable with russian keyboard.

No, if you add keybindings in DF "by position" then they will work regardless of the keyboard layout.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 20, 2016, 08:42:14 am
Which means it'd actually be unplayable with russian keyboard.

No, if you add keybindings in DF "by position" then they will work regardless of the keyboard layout.

I would do that if I were to do what you're doing, and make my own interface from scratch. Then I'd only use a few buttons, where the location matters more than the letters, and probably also add joypad control.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Pvt. Pirate on April 20, 2016, 10:52:29 am
i'd use holographic display with direct interaction by hand gestures thought control.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Dirst on April 20, 2016, 11:08:13 am
i'd use holographic display with direct interaction by hand gestures thought control.
Nah, just build the fortress and populate it with robots controlled by the game's AI.

You'll want to observe the dragon attack from a distance.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Ezekhiel2517 on April 22, 2016, 04:42:15 pm
Hi I was wondering if there is a way to fully rotate camera and also increase the amount of displayed layers. where can I get help file, or a keybind list?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 22, 2016, 10:30:36 pm
Rotate the camera with the right mouse button.

You van change the number of layers with config.json
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 23, 2016, 09:21:03 am
https://youtu.be/BNCf1-HPLVw

Adventure mode video
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 24, 2016, 11:58:48 am

Maybe too black.

This is also the foundation for showing designations as well.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: PeridexisErrant on April 24, 2016, 08:44:49 pm
Fantastic!

How well would a swirly mist effect work below the lowest z-level shown?  The transparent cutoff looks a little weird... also a keybinding to change displayed z-level count would be nice, like stonesense.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: MaximumZero on April 24, 2016, 08:52:58 pm
Armok Vision: The Darkness is Vantablack.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: CharonM72 on April 24, 2016, 11:54:03 pm
How well would a swirly mist effect work below the lowest z-level shown?  The transparent cutoff looks a little weird... also a keybinding to change displayed z-level count would be nice, like stonesense.

I agree with this. Right now it looks like the fort is a floating island above the continent. It would be cool (possible?) to make it show the world map only if on z-level 0 or above, and go to a black background or mist or something when below it to show that we're looking underground.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: funkydwarf on April 25, 2016, 12:01:44 am
Awesome! This whole thing is coming along quite badass...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Ezekhiel2517 on April 25, 2016, 07:33:33 am
Rotate the camera with the right mouse button.

You van change the number of layers with config.json

I know about right mouse button, its just that my fortress is really tall and the rotation angle is not enough. Anyway thanks a lot and congratulations, you are doing an amazing job!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 25, 2016, 07:41:39 am
If you need to look upwards, you can zoom in to first person view, then you have an unrestricted camera.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 25, 2016, 12:40:11 pm
http://imgur.com/a/98bo0
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: NW_Kohaku on April 25, 2016, 01:03:35 pm
Watching that video, it honestly seems... incongruous to play a game where you need to read text in a warped ASCII screen to play or navigate or see things outside of the layout of walls. You can hypothetically shift the camera, but have to keep that basic DF window in view at all times, so you're functionally restrained to facing "North" at all times.

I realize all the junk in the stockpile might eventually be actually rendered and all, but text needs to come from the dwarves in question, maybe hovering over their head as a physical object or something.  The same with jump target tiles and other interface elements like adventurer status.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 25, 2016, 01:13:05 pm
Oh, I agree with you completely.

I just  need a fallback for when the interface replacements aren't finished.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: PeridexisErrant on April 25, 2016, 08:24:12 pm
It would be cool (possible?) to make it show the world map only if on z-level 0 or above, and go to a black background or mist or something when below it to show that we're looking underground.

Ooh, yeah - simply have flat black anywhere the world map is higher than the current z-level.

The other world map issue, visible in https://imgur.com/a/98bo0 , is the 'cliffs' where local region meets global map.  It would be cool if the edge of the global map had some verticies added so it matched the local map :)

Longer-term, https://github.com/DFHack/dfhack/pull/903 means you'll be able to load up much more detailed information about world maps :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 25, 2016, 08:51:47 pm
Actually, I've been thinking of changing how the landscape is rendered, using something that looks more like Isoworld.

The blocky look would have less issues with seams, and would be easier to make look nice.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: PeridexisErrant on April 25, 2016, 09:33:30 pm
Sounds good to me!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: CLA on April 26, 2016, 03:36:00 am
I would prefer blocky too. Would be more in line with the way detailed sites are rendered.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 26, 2016, 04:42:31 am
http://i.imgur.com/YjvSpe8.png

This is more or less what blocky looks like.

What's missing right now are side walls.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: PeridexisErrant on April 26, 2016, 07:57:55 am
Yep, that's totally gorgeous. I honestly think it looks better than Isoworld, mostly the proportions but the angle probably helps!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 26, 2016, 08:53:32 am
http://imgur.com/a/hd2VI

Some more.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: NW_Kohaku on April 26, 2016, 09:11:27 am
What do you have to do to "zoom in" to the degree that you see those two spikes? Do you have to perform a fake embark, or something?

I suspect it would be obscenely time consuming to do so, but it would be incredible to see a whole world rendered like that, even a "mere" pocket world.

(And my first embark ever had a single spike out diagonally from a mountain range, actually.  I made my noble housing throughout it, with windows looking down over the Joyful Wilds shrublands and the menacing unicorns therein.)

As for art style, Endless Legend (http://cdn.akamai.steamstatic.com/steam/apps/289130/ss_ec8df411b2dd4000c57936e640a9d3d9b9c91c57.1920x1080.jpg?t=1459937488) (looking specifically at the slopes and cliffs) had a style of still having relatively simple, low-poly art for terrain, but it still managed to look rough.  (And it's also on Unity :P ) While it would up the poly count and make the graphics card have to work for it a little more, you could try making something similar-looking ridges, which might contrast with smoothed walls you could actually expect to see smooth.  I also personally like "diagonal" walls, although possibly only for smoothed ones.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 26, 2016, 09:21:14 am
I just did an actual embark.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: CLA on April 26, 2016, 10:03:18 am
Oh, I'm getting isoworld flashbacks. I wasn't too excited about Armok Vision before, but I certainly am now.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: easykiln on April 26, 2016, 11:51:07 am
I quite like the blocky. Shame you can't get the higher detail version by default. The actual embark site still somewhat gives the impression that it is floating over the terrain rather than a part of it though...

Are you planning on adding a map symbol overlay or something to let you see notable features like cities and roads?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 26, 2016, 12:13:16 pm
The actual embark site still somewhat gives the impression that it is floating over the terrain rather than a part of it though...

http://imgur.com/a/oI683

Not anymore.

Though now there's a gigantic hole wherever the embark site is outside the viewable range.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Ezekhiel2517 on April 26, 2016, 04:37:12 pm
If you need to look upwards, you can zoom in to first person view, then you have an unrestricted camera.
YES! thats exactly what I needed, thanks. By the way I´m totally rooting for blocky style!! those renders looks amazing dude.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: CLA on April 27, 2016, 05:47:12 am
I have a suggestion. No idea if it's easy to implement, or even feasible, but whatever.

So, in the old method, you took the map data and interpolated it with a really high (per pixel?) resolution.
Like so:
http://imgur.com/a/98bo0

With the new method, you don't interpolate at all, leading to gigantic (from a dwarf perspective) blocks:
http://imgur.com/a/oI683

How about interpolating with whatever basic method you used earlier, except only up to the resolution of the detailed tiles?
So that you effectively end up with a consistent tile resolution all over the map.
Here's a mockup:
http://imgur.com/KtiIEgQ


At the very least, having the rendering method (blocky or not blocky) implemented as option in some config file would be great, as it appears not everyone likes the blocky map.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: CharonM72 on April 27, 2016, 05:51:50 am
http://imgur.com/a/oI683

Oh man this looks fantastic.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: PeridexisErrant on April 27, 2016, 08:02:51 am
I do like the idea of (optional) fake higher detail. In my experience cubic interpolation looks good for height maps, if you decide to take up the idea.


On the other hand zooming to below the region-tile level for the whole world map is pretty pointless, and merging a highest-zoom setting to the edge of the map would be hard (but *amazing*).
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: easykiln on April 27, 2016, 03:56:45 pm
The actual embark site still somewhat gives the impression that it is floating over the terrain rather than a part of it though...

http://imgur.com/a/oI683

Not anymore.

Though now there's a gigantic hole wherever the embark site is outside the viewable range.

Nice. I can't tell if that is a gap at the bottom though. If so, can it be rigged so anything below the terrain is connected downward like the detailed terrain is carved out of the top of one of those blocks?

Also this might not be the place to discuss it, but I am in favour of trying changing the "unknown" colour from black to that sort of slate gray of rock. Looks more natural, makes sense. Black as the dominant colour is mostly just a leftover from the ASCII, anyway. I was going to say use whatever colour you get from the method you are using to pick colours for the blocks in the map, but green would just be weird.

EDIT: BTW, I see you have a ton of z levels rendered there to give a proper aerial view. How do you make it do that? Looked around but couldn't find anything.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: ragundo on April 27, 2016, 04:41:23 pm
http://imgur.com/a/hd2VI

Some more.

With obviously very bad purpose, I want to do a critic review of your world generation:  :) :)


I'll wait patiently in #dfhack IRC for you to give a justification about such "poor" world map.  :P
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 27, 2016, 09:19:04 pm
Colors are based on a combination of biome and elevation.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on April 30, 2016, 10:32:51 am
https://imgur.com/a/cSNSM

Oceans.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Heretic on May 01, 2016, 01:15:23 am
Hey, Japa! Possibility to control fortress from Armok Vision is great, but just now it's pretty bugged.
1.Synchronization between point of view in Armok Vision and DF screen is working incorrect and it's somethink unpleasant, really.
2. Using same keys in Armok Vision control and DF not making this sense better
3. Terrific and strange "boatmurdered ghosts ;D"
Spoiler (click to show/hide)
There are no these elephants in df session, i'm sure, there are only three rhinos on other side of embark area. But Armok Vision says, "Here are elephants"... but it's just total bug of Armok Vision, not the control mode, so, it is not main problem.
4. Shift+arrows not working correctly and it's annoying
5. Thats about possibility of using custom tileset AFTER build?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Greiger on May 01, 2016, 11:30:07 am
https://imgur.com/a/cSNSM

Oceans.
I love you Japa.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 02, 2016, 12:03:51 am
Hey, Japa! Possibility to control fortress from Armok Vision is great, but just now it's pretty bugged.
Oh, it's very bugged, yes. Honestly, I'm surprised it works as well as it does.
1.Synchronization between point of view in Armok Vision and DF screen is working incorrect and it's somethink unpleasant, really.
How do you mean? Is it slow, or is it not following the center properly?
Right now, it doesn't really check if you have any menus open, so that could be it.
2. Using same keys in Armok Vision control and DF not making this sense better
DF uses pretty much the whole keyboard, so my only option is to use the same keys. Just remember that as long as the DF screen is visible, you can't control Armok Vision itself using the keyboard.
3. Terrific and strange "boatmurdered ghosts ;D"
Spoiler (click to show/hide)
There are no these elephants in df session, i'm sure, there are only three rhinos on other side of embark area. But Armok Vision says, "Here are elephants"... but it's just total bug of Armok Vision, not the control mode, so, it is not main problem.
Sometimes a creature will leave the map, and a reference to it stays. Could you send me the save, so I can see how these ones are different from real creatures, and hide them properly?
4. Shift+arrows not working correctly and it's annoying
Yeah, this I'm aware of. I'm not exactly sure how to fix it, and it's quite annoying.
5. Thats about possibility of using custom tileset AFTER build?
Yeah, this needs to be changed. I just put a builtin tileset for testing, but I should add support for loading whichever you want.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 02, 2016, 11:05:03 pm
snek preview

http://imgur.com/a/HaPje
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: easykiln on May 03, 2016, 09:39:12 am
Noticed that a couple designated yet unbuilt gearboxes and a pump were being rendered.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 03, 2016, 09:46:11 am
Noticed that a couple designated yet unbuilt gearboxes and a pump were being rendered.

Yeah, that needs to be worked on still.


Also:
(http://i.imgur.com/7pW9w5X.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 09, 2016, 02:48:43 am
Started to put together a wiki.

How is this so far?

https://github.com/JapaMala/armok-vision/wiki/XML-Configuration
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: PeridexisErrant on May 09, 2016, 04:26:37 am
Started to put together a wiki.

How is this so far?

https://github.com/JapaMala/armok-vision/wiki/XML-Configuration

Nice!  Ultimately it would be really nice to have a README distributed with Armok Vision, preferable in html for nice formatting and links (like the DFHack docs).  It's pretty easy to generate from markdown or restructured text too, you could just integrate that with your normal build process.  (I'd be happy to help out too)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: expwnent on May 09, 2016, 07:29:16 pm
Is it possible to make tiles cube-shaped instead of rectangular-prism shaped? It would make megaprojects look better in some cases.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 09, 2016, 09:37:17 pm
Not easy 
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Thundercraft on May 12, 2016, 04:01:24 am
I am very glad to see development continued on a 3D visualizer for DF. And it looks like Armok Vision has a lot of potential. Though, I have two questions:

1) Is there an option to toggle the display of dwarves and creatures on/off?

2) I realize that some really like a cubic or rectangular look. But, are there any plans to have an option to give "roundness", or a more smooth and organic look similar to Fortress Overseer?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 12, 2016, 04:03:46 am
1) Is there an option to toggle the display of dwarves and creatures on/off?
It should be in the config json file. If not, I'll add it in.
2) I realize that some really like a cubic or rectangular look. But, are there any plans to have an option to give "roundness", or a more smooth and organic look similar to Fortress Overseer?
Not without major changes, no.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Thundercraft on May 13, 2016, 02:00:01 am
2) I realize that some really like a cubic or rectangular look. But, are there any plans to have an option to give "roundness", or a more smooth and organic look similar to Fortress Overseer?
Not without major changes, no.

I did not realize it would require major changes. But perhaps what I'm trying to ask, is:
Do you think that, eventually, you may get around to having an optional feature like that?

(Since "major changes" sounds like a lot of work, I doubt it. But I thought I'd ask.)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 13, 2016, 02:04:40 am
Not really.

I also really didn't like the look in overseer.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 20, 2016, 11:11:10 am
http://imgur.com/a/icXZs

Didn't get a lot of time to work on much these past couple weeks, but here's some rivers and waterfalls.

(http://i.imgur.com/0Datrkg.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Thundercraft on May 20, 2016, 08:32:57 pm
I looked over at GitHub and noticed that the "Download ZIP" is about 107 MB, currently... Edit: I misunderstood.

I'm just curious:

Roughly, how much hard drive space does Armok Vision require, all told? That is, what is the size of the current GitHub (Windows) release after it is unzipped/uncompressed? And, then, how much space does Unity 5.3 Basic Edition (Windows) require to get it installed? (I've looked at their System Requirements (http://unity3d.com/unity/system-requirements) page, but they failed to mention a space requirement.)

EDIT: I now noticed the Downloads for all operating systems (https://github.com/JapaMala/armok-vision/releases/latest) link. Actual releases are about 30 MB compressed. (I'm on my old laptop ATM, or I would download and see how large it is uncompressed.) However, in my defense, your link near the bottom of your OP (http://www.bay12forums.com/smf/index.php?topic=146473.msg5869558#msg5869558) is kind of broken. (A typo means it is missing the "=", so it does not function or look like a link.)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 20, 2016, 11:04:58 pm
Windows release is 62mb uncompressed.

Active source folder is 600mb, not cleaned up, and including all git info.

Unity editor takes up about 3gb
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 25, 2016, 01:44:11 pm
No screenshot, but I finally got Armok Vision to strip out all the stuff you can't possibly see, and only draw the stuff actually touching air somewhere, so things should be a lot faster in the next version.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: PeridexisErrant on May 25, 2016, 05:32:44 pm
No screenshot, but I finally got Armok Vision to strip out all the stuff you can't possibly see, and only draw the stuff actually touching air somewhere, so things should be a lot faster in the next version.

Fantastic!

In kinda-related news I'll be finishing my thesis soon, and my Vive arrives tomorrow... so I'm going to be trying to add OpenVR support to Armok Vision in the next few months.  Performance improvements will be pretty important for that!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 27, 2016, 11:08:19 pm
Spoiler: Found this lake (click to show/hide)

It turns out, I wasn't handling lakes properly before. Now I am.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: CharonM72 on May 27, 2016, 11:18:11 pm
Spoiler: Found this lake (click to show/hide)

It turns out, I wasn't handling lakes properly before. Now I am.

How did you get a detailed map for the river and inside the lake, but not the other tiles?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 27, 2016, 11:36:06 pm
By carefully moving around the embark screen.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: CharonM72 on May 28, 2016, 12:29:11 am
By carefully moving around the embark screen.

I didn't know the embark screen loaded higher detail levels. I'm still wondering if it's possible to automate loading a detailed map of the entire world (via DFHack I imagine) to get some really nice map output. Would be great for Armok Vision and my project as well.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 28, 2016, 12:30:29 am
I'm working together with Ragundo on that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: ragundo on May 28, 2016, 01:44:41 am
By carefully moving around the embark screen.

I didn't know the embark screen loaded higher detail levels. I'm still wondering if it's possible to automate loading a detailed map of the entire world (via DFHack I imagine) to get some really nice map output. Would be great for Armok Vision and my project as well.
Just wait until the exportmaps plugin would be merged into main DFHack
https://github.com/ragundo/exportmaps (https://github.com/ragundo/exportmaps)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 28, 2016, 01:51:53 am
Why do I suddenly want to make a plugin to export an openstreetmap format map?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Max™ on May 30, 2016, 02:37:17 pm
Oh god, being able to pull up a more detailed site map so I can figure out which one of these identical looking chunks of buildings and streets in this metropolis is a temple, tavern, and library?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Pvt. Pirate on May 31, 2016, 04:01:31 am
i don't know if i get this right:
- can i use this to get a preview of the actual embark site before embarking?
- can i play DF inside AV without the need to learn any new keys (except maybe how to move the camera)?
- can i zoom out and see possible changes in the outside world (new sites growing) while playing?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on May 31, 2016, 05:56:29 am
i don't know if i get this right:
- can i use this to get a preview of the actual embark site before embarking?
Yes, that is currently possible, and the next version will show rivers.
- can i play DF inside AV without the need to learn any new keys (except maybe how to move the camera)?
You can, but it's pretty shit. Not all key combinations work (notably shift+movement) and it's very laggy. The lag should be reduced in the next version, hopefully.
- can i zoom out and see possible changes in the outside world (new sites growing) while playing?
No sites are shown in the outside world yet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Nexii Malthus on June 07, 2016, 04:32:42 pm
Great work Japa  :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Adam Mantine on June 07, 2016, 11:53:32 pm
posting to watch
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.9.0 Release!
Post by: Rose on June 13, 2016, 08:30:33 am
https://github.com/JapaMala/armok-vision/releases/tag/v0.10.0


New release!

This one brings world map rivers, hidden areas being hidden, and some performance improvements.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Pvt. Pirate on June 15, 2016, 09:42:09 am
does the sunmovement actually exactly fit the ingame time? liek when the sun's position is "midnight", the next day starts?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on June 15, 2016, 09:44:51 am
Yes. You can see this in adventure mode.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Dirst on June 15, 2016, 09:53:50 am
Yes. You can see this in adventure mode.
It's always helpful telling time at night if you can see when the darkness is directly overhead :)

Does the moon's position in the sky also follow game time?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on June 15, 2016, 09:59:27 am
That doesn't, mainly because I didn't want new moon to be pitch black.

If there's enough interest, I can put it in, so the moon follows the in game moon, including full moons, etc.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Dirst on June 15, 2016, 12:47:50 pm
That doesn't, mainly because I didn't want new moon to be pitch black.

If there's enough interest, I can put it in, so the moon follows the in game moon, including full moons, etc.
In the real world, the dark parts of the Moon aren't pitch black mostly due to light reflected off the Earth.  You could allow the darkened parts of the Moon to have some brightness to them... but a new moon rises at 6AM and sets at 6PM, so it doesn't really help nighttime viewing anyway.

Barely-bright-enough stars to keep people from walking into furniture?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Fleeting Frames on June 15, 2016, 11:44:06 pm
So, uh.....Noticed this thing (ver 8.0) came with LNP, and decided to run it.

I second including readme.md.....For example, I learned that it uses NET (installed mono earlier for Perfect World) only when running the _64 in my linux console.

However, for some reason even in small and nano embarks with both fastest and fantastic settings all I get is starfield, 0 blocks rendered, locking up a CPU core and progressively eating more and more RAM until all of it is nommed?

Are there any more requirements other than mono I should know about? Should it be run in wine, other simulators or windows instead?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on June 16, 2016, 12:52:02 am
Run the new version, at least 0.9.1, preferably 0.10.0 though.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on June 16, 2016, 01:05:48 am
I've actually never run the linux version, so I don't know.

But yes, you should get the latest version.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on June 16, 2016, 02:29:37 am
I've come to the realization that the protocol I've been using to transfer map data between DF and Armok Vision is very badly formatted, and not very maintainable.

I'm going to have to fix it eventually, but when I do, I will either have to break backwards compatibility, or leave a lot of bloat in both Armok Vision and remotefortressreader.

How important is backwards compatibility for everyone that uses this?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on June 16, 2016, 08:34:05 am
The older versions are still around and workable on the older df, I generally go to the newest as soon as dfhack is updated.

Incidentally I thought something was broken when I was looking at a campsite I made earlier because everything was yellow.

Turns out it was some sort of mucus rain, charming.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: jecowa on June 16, 2016, 06:19:37 pm
I'm all for reducing the file size / download size. If maintaining support for older versions is a bunch of extra trouble, I wouldn't do it. I think the main reasons a person would want to run an old version of Dwarf Fortress are for playing with some old dead mod or for reminiscing on an old save file. I think the vast majority of use that Armok Vision will see is going to be with the latest version of Dwarf Fortress.

The older versions are still around and workable on the older df

Yeah, I think that sounds like the most practical way to support older versions. Labeling which version of Dwarf Fortress that each release of Armok Vision was designed for is all you should have to do to support older versions, in my opinion.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: PeridexisErrant on June 16, 2016, 08:39:50 pm
Have just enough code to warn users in an incompatible situation, and suggest using the older version.

Otherwise, move on!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: easykiln on June 17, 2016, 04:31:46 am
Don't let the past hold back the visualizer of the future
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on June 17, 2016, 04:56:08 am
Actually, it turns out keeping backwards compatibility isn't that hard, so I'll be doing it for now.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: jecowa on June 24, 2016, 03:14:10 pm
The Armok Vision folder in the MacNewbie pack includes 4 files. Does anyone have any idea where they come from and why they are there?

example file:
Spoiler: "BuildingList.csv" (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on June 24, 2016, 05:54:40 pm
Those are generated by Armok Vision for debug purposes, and aren't needed unless you want to help make artwork.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: jecowa on June 24, 2016, 06:01:28 pm
Thank you.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: PeridexisErrant on June 25, 2016, 10:32:55 am
Maybe only generate them if AV is run with a debug argument?  (this could be listed in the README, of course)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on June 25, 2016, 10:33:53 am
I do that already.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on July 03, 2016, 09:16:40 am
I wrote some more documentation, mostly about how meshes, textures, and colors, are defined.

https://github.com/JapaMala/armok-vision/wiki/XML-Configuration
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Bumber on July 04, 2016, 09:49:15 pm
Is this where we might post pictures of our forts (http://imgur.com/gallery/xUcpJ)? Mostly Armok Vision, but there are several Stonesense comparisons, too.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on July 04, 2016, 10:12:01 pm
Sweet, this us the right place, yes.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Pvt. Pirate on July 05, 2016, 05:56:34 am
too bad stonesense can't be used to actually play the game.
if i used it, i had to deactivate twbt and use a second monitor to put the stonesense window on that desktop.
that's absolutely unpracticable.
i hope my new PC can actually make AV work.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on July 05, 2016, 06:20:56 am
At this point, it'd actually be possible to separate out Stonesense into a separate program again, much like Armok Vision is, if there's enough interest.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on July 06, 2016, 07:16:46 am
I hold out hope for the day when we'll be able to toggle AV from an Isoworld view, to a Stonesense isometric/zoomed out view, to the full control AV view.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on July 06, 2016, 10:05:07 am
Well, there's alt-tab
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on July 06, 2016, 10:29:54 pm
Yeah, but I've never gotten isoworld to work at all, and stonesense is mostly just something I used because AV didn't exist, and now it's only that you can get more z-levels displayed making it preferable occasionally.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Dirst on July 07, 2016, 12:29:26 am
Yeah, but I've never gotten isoworld to work at all, and stonesense is mostly just something I used because AV didn't exist, and now it's only that you can get more z-levels displayed making it preferable occasionally.
As the resident champion of nonsquare ASCII tilesets, I'm not sure you're in ArmokVision's target demographic :)

Though sometimes I wonder if anyone has even seen the Stonesense sprites in my mod...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on July 07, 2016, 12:36:20 am
Yeah, but I've never gotten isoworld to work at all, and stonesense is mostly just something I used because AV didn't exist, and now it's only that you can get more z-levels displayed making it preferable occasionally.

Yeah, Isoworld is kinda broken right now, after the new naming scheme on exported maps.

I made a fix at some point, but I never published it. I should get around to that.

Also, you can change the Z-levels shown by editing the config.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: MaximumZero on July 07, 2016, 03:02:41 am
I may have created a DF player at work by showing this off.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on July 07, 2016, 10:10:43 am
Ah, hadn't seen the config option for AV, been on the newest version so I haven't had dfhack since 43.03?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: jecowa on July 11, 2016, 08:55:15 am
If StoneSense is separated into its own app, will that break compatibility with Snow Leopard?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on July 11, 2016, 08:58:29 am
Quite the opposite.

Right now, stonesense is completely broken on Mac, and won't accept any key input.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Pvt. Pirate on July 24, 2016, 07:04:56 am
what i meant was that stonesense and TWBT won't work together at all.
and playing without TWBT is absolutely unbearable on a non 16:9 monitor.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on July 24, 2016, 11:20:32 am
Some progress on workshops.

Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: mifki on July 24, 2016, 03:56:08 pm
Some progress on workshops.

Spoiler (click to show/hide)

Are you creating models in MagicaVoxel now too?)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on July 24, 2016, 05:19:12 pm
Yeah, it's faster than doing properly detailed models, so it's good for placeholders.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Arthropleura on July 31, 2016, 12:09:26 pm
This looks amazingly useful for adventure mode. however, the follow screen function doesn't seem to work properly. It seems to always offset to the right just outside of my adventurers visual radius.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on July 31, 2016, 12:23:04 pm
It's supposed to follow the center of the screen. If the adventurer isn't centered, then it won't work right.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Dirst on July 31, 2016, 12:24:46 pm
It's supposed to follow the center of the screen. If the adventurer isn't centered, then it won't work right.
If the player has Text Will Be Text active, the screen center is mis-reported, which is why you need to hit F1 upon embarking so you can find the wagon.  Not sure what it does in Adventure Mode.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on July 31, 2016, 05:34:11 pm
Generally if you've been playing adventure mode you aren't using TWBT due to the "travel map/zoom map after loading a save" crashes and similar.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: dementia on July 31, 2016, 10:39:08 pm
Thought I'd let you know. I downloaded Masterwork dwarf fortress and windows defender flagged your utility as a trojan. Might just be because of the nature of the way your program reads and writes memory objects but I wouldn't know.
Trojan:Win32/Maltule.C!cl
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on July 31, 2016, 10:44:27 pm
Does it still say it's a Trojan if you download it directly from GitHub?

Armok Vision doesn't do anything specific that would look suspicious, since it communicates to DF through normal network means.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: dementia on July 31, 2016, 10:51:01 pm
I'll check
Also, here's the virustotal scan results:
https://virustotal.com/en/file/6e126556a8560f36d7883d42bb3607b24b733e321cb35f70fe3238956c2e59ea/analysis/1470023292/ wrong file, other utility that pinged
https://virustotal.com/en/file/c87727772e188528cefd83348c88030361bda6c9132633d09be7808a505f8dea/analysis/1470025139/
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: dementia on July 31, 2016, 11:21:19 pm
Doesn't look like there is anything that pinged on the newest version. Not sure about the version I have in comparison, but the one on the github was last edited on 7/11 whereas the one that was flagged was edited on 4/26
https://virustotal.com/en/file/c87727772e188528cefd83348c88030361bda6c9132633d09be7808a505f8dea/analysis/1470025139/
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 01, 2016, 10:46:31 pm
(http://i.imgur.com/2RoXwag.png)

I got the whole city showing up in adventure mode!

Sort of.

Walls and towers don't work yet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: jecowa on August 01, 2016, 10:53:49 pm
It's beautiful! The magenta walls mean it's a goblin settlement, right?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: CharonM72 on August 01, 2016, 11:02:41 pm
This is so cool! Do you pull the sitemap from the game's memory and use that to generate the structures?

It's beautiful! The magenta walls mean it's a goblin settlement, right?
Looks like it's a human settlement but he colored the walls magenta for some reason.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 01, 2016, 11:06:05 pm
It's beautiful! The magenta walls mean it's a goblin settlement, right?
Nah, they're just unknown material.

This is so cool! Do you pull the sitemap from the game's memory and use that to generate the structures?
Yeah, the game keeps a detailed map of any sites nearby, when they're needed. And they're not needed in fort mode, so the maps aren't there then.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on August 01, 2016, 11:35:03 pm
Very neat, and it looked like the walls were generated right, just not in your higher res "I'm nearby" view, which I assume the middle section is?

For the areas where you can't see the material, is it just guessing wood or are you using the data from the "export site map" for colors? If not, did it occur to you to see if you can grab it?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 01, 2016, 11:44:15 pm
For the parts where I can't see the material, it's stored differently, and I have to make a special case per building type.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on August 02, 2016, 12:18:07 am
Yeah, I was asking because it kinda reminded me of the site map color schemes, except I don't see the pink and purple buildings you'd expect.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 03, 2016, 12:18:30 am
Goblin towers

(http://i.imgur.com/Ki51g6g.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 04, 2016, 02:07:06 pm
http://imgur.com/a/mpOfJ

Forests!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: CharonM72 on August 04, 2016, 02:21:19 pm
http://imgur.com/a/mpOfJ

Forests!

What's the difference between the sticks and the blobs? Are the blobs trees and the sticks dead trees?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on August 04, 2016, 02:30:32 pm
Yes, closer and closer to isoworld and av merging.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 04, 2016, 02:33:24 pm
Sticks are cacti, but winter trees wood also be sticks.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 09, 2016, 04:26:04 am
http://imgur.com/a/cAwxg

SSAO makes things look really nice.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Hawen on August 14, 2016, 06:22:05 pm
The Armok Vison is great, so much so I got a forum account to be as presumptuous as to make my first post suggestions.

I hope you can forgive me, I can't help myself.

Would love to see:

-The first person veiwpoint to point to the direction of travel.

-Sbs Stereographic display

-Original view of Dwarf Fortress as fixed overlay with the black transparent and possibly a configurable amount of transparency for the remaining opaque ASCII ; favorably the Remaing ASCII to be an inverted color of the underlaying graphics

-More Z blocks or the ability to increase/reduce the amount of x/y and z blocks being rendered

-The ability to use the graphic tiles to replace creatures and dwarfs, eg. the LNP tiles

Keep up the great work.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 14, 2016, 11:29:36 pm
The Armok Vison is great, so much so I got a forum account to be as presumptuous as to make my first post suggestions.

I hope you can forgive me, I can't help myself.
No problem. I always love suggestions. Sometimes I even do them. :)
Would love to see:

-The first person veiwpoint to point to the direction of travel.
You mean in adventure mode? That's one of the things planned, but there's a lot of work before I can reach that point.
-Sbs Stereographic display
Already there. From the Unity manual:

Quote
Built applications: Choosing startup device

Your built application initializes and enables devices in the same order as the Player Settings list (see Enabling VR Support above). Devices not present in the list at build time are not available in the final build.

If you want to start with a device that isn’t at the top of the list, you can pass a command line argument to the executable to force a specific device at startup. Again, this device needs to have been included in the list prior to building the application.

The command line argument used to startup a specific device is:

-vrmode DEVICETYPE

where DEVICETYPE is one of the names from the supported VR devices list (https://docs.unity3d.com/530/Documentation/ScriptReference/VR.VRDeviceType.html).

Example: MyGame.exe -vrmode oculus

-Original view of Dwarf Fortress as fixed overlay with the black transparent and possibly a configurable amount of transparency for the remaining opaque ASCII ; favorably the Remaing ASCII to be an inverted color of the underlaying graphics
That's a possibility. there's already something when you press the tilde key ingame.
-More Z blocks or the ability to increase/reduce the amount of x/y and z blocks being rendered
This has to be the most suggested feature that already exists. You can set the amount of rendered area in the config.json file that's created alongside Armok Vision when you run it first.
-The ability to use the graphic tiles to replace creatures and dwarfs, eg. the LNP tiles
I have plans for this, but it will take some time.
Keep up the great work.
Thanks, I do my best.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Hawen on August 15, 2016, 03:22:51 pm
-The first person veiwpoint to point to the direction of travel.
You mean in adventure mode? That's one of the things planned, but there's a lot of work before I can reach that point.
Not necessarily only for adventure. When using the mouse wheel to zoom in all the way to enter first person view, the view port only points in one static direction. When the entity moves the view port stays "looking" in the initial direction.

For adventure mode consider integrating a "snapping to" cardinal directions from arrow or numpad input as a quick temporary fix (don't forget up "<" and down ">"), fortress mode would likely be a more complicated leading set up.

Also limiting the zoom to the mouse wheel resulted in me having to download a 3rd party app called "neat mouse":
http://neatdecisions.com/products/neatmouse/
to emulate the zoom function as my laptop mouse "scroll/Zoom" gestures are disregarded by the app.

-Sbs Stereographic display
Already there. From the Unity manual:

Quote
Built applications: Choosing startup device

Your built application initializes and enables devices in the same order as the Player Settings list (see Enabling VR Support above). Devices not present in the list at build time are not available in the final build.

If you want to start with a device that isn’t at the top of the list, you can pass a command line argument to the executable to force a specific device at startup. Again, this device needs to have been included in the list prior to building the application.

The command line argument used to startup a specific device is:

-vrmode DEVICETYPE

where DEVICETYPE is one of the names from the supported VR devices list (https://docs.unity3d.com/530/Documentation/ScriptReference/VR.VRDeviceType.html).

Example: MyGame.exe -vrmode oculus
I appended "-vrmode split" into a windows shortcut file and it works great but there are only standard windowed resolutions. So the split is a splt of a whole opposed to a double width. Is there a switch to set resolution?


-Original view of Dwarf Fortress as fixed overlay with the black transparent and possibly a configurable amount of transparency for the remaining opaque ASCII ; favorably the Remaing ASCII to be an inverted color of the underlaying graphics
That's a possibility. there's already something when you press the tilde key ingame.
I know but I just want to play in full 3d immersion and the current overlay chops the world in half. I was suggesting more of a HUD display so I never have to look at the DF screen during an adventure run.

I was thinking I could just run DF on one computer and Armok vision on another and share the assets over a network then bring DF in through some video in and chromakey, elliptical transparency and overlay it on top of Armok vison but thats just madness.

 
-More Z blocks or the ability to increase/reduce the amount of x/y and z blocks being rendered
This has to be the most suggested feature that already exists. You can set the amount of rendered area in the config.json file that's created alongside Armok Vision when you run it first.
Also works great, maybe consider putting this in the "read me" as an advanced section so you'll get less requests.


-The ability to use the graphic tiles to replace creatures and dwarfs, eg. the LNP tiles
I have plans for this, but it will take some time.
Where does it currently read the graphic assets from? I dug around the folders but could only find some graphics of dwarf portions(which don't seem to be used) but not the bearded head or the hatted "U" for humans.

Also is there a way to turn off the newly intergrated (since 10.0) properly hide hidden areas? favorably letting Armok Vison render as much as it can, Climbing a mountian is like walking on a sliver.

Thanks again,
best wishes
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 15, 2016, 07:23:21 pm
0.11.0 will have an option for hidden tiles.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: PeridexisErrant on August 15, 2016, 08:43:03 pm
0.11.0 will have an option for hidden tiles.

Could it also have an options menu in the program?  Many people never notice that a config file exists.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: expwnent on August 15, 2016, 08:49:37 pm
Could it also have an options menu in the program?  Many people never notice that a config file exists.

It saddens me that this is true even among Dwarf Fortress players.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: PeridexisErrant on August 15, 2016, 10:28:07 pm
Could it also have an options menu in the program?  Many people never notice that a config file exists.

It saddens me that this is true even among Dwarf Fortress players.

On the other hand, getting those people to play Dwarf Fortress is practically my hobby  :P

But seriously, just imagine the number of players who might try DF if they could play entirely through Armok Vision...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 15, 2016, 11:25:40 pm
0.11.0 will have an option for hidden tiles.

Could it also have an options menu in the program?  Many people never notice that a config file exists.

That's the main thing I'm currently working on.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Hawen on August 16, 2016, 03:45:47 pm
Dug this up for VR resolution support, I don't know if it is proper to post this here but it worked to control the resolution for me:
Under header "Unity Standalone Player command line arguments"
https://docs.unity3d.com/Manual/CommandLineArguments.html

I put the tags at the end of a windows short cut as

"Armok Vision.exe" -vrmode split -screen-height 360  -screen-width 720

Of course the numbers can be changed, as this is a very minimal example

I simply ignored the resolution settings in the box during startup and hit "play!".

@ the top left under my handle, apparently I'm an "Escaped Lunatic"!?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: PeridexisErrant on August 16, 2016, 05:48:43 pm
@ the top left under my handle, apparently I'm an "Escaped Lunatic"!?

Code for "new forum user", it'll go away soon  ;)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 16, 2016, 10:56:50 pm
Spoiler: TECHMOLOGY@! (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on August 17, 2016, 04:23:24 am
*trying to decipher the page in the background for some reason*
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 17, 2016, 04:28:23 am
*trying to decipher the page in the background for some reason*

It's the imgur front page.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on August 17, 2016, 10:11:55 am
That explains why I didn't recognize it, I avoid the virus section as a usersub gatekeeper.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 19, 2016, 02:37:40 pm
New release!

(https://cloud.githubusercontent.com/assets/288477/17822005/309c8af6-6672-11e6-9af1-676a9ecfc15e.png)

https://github.com/JapaMala/armok-vision/releases/tag/v0.11.0
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: CharonM72 on August 19, 2016, 09:03:18 pm
New release!

Wicked. Are the trees places randomly?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on August 19, 2016, 09:13:48 pm
The distribution looks like it is pulling from the game info.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 19, 2016, 09:17:46 pm
Random.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: CharonM72 on August 19, 2016, 09:25:39 pm
The distribution looks like it is pulling from the game info.
Random.

That's just how good Japa is at his work.

*edit: Japan -> Japa, damn autocorrect
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on August 20, 2016, 08:37:49 pm
Really good.
(http://i.imgur.com/ssgC47K.gif)

Like I said, they look like the in-game tree distribution, did you find the sort of noise used for tree placement and mimic it or just find one that works well through trial and error?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 20, 2016, 09:04:33 pm
I guess there's only so many ways to distribute plants.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: PeridexisErrant on August 21, 2016, 04:31:48 am
1. Do I need to update the remotefortressreader plugin for the new Armok Vision to work?  (and if so, could it be put into the main download in ./$DFHACK_VERSION/remotefortressreader.dll ?  That way I can script it's installation)

2. Is the tree generation deterministic?  That is, will trees in the same world always be put in the same places?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 21, 2016, 06:03:56 am
1. Do I need to update the remotefortressreader plugin for the new Armok Vision to work?  (and if so, could it be put into the main download in ./$DFHACK_VERSION/remotefortressreader.dll ?  That way I can script it's installation)
Yes, it is required, at least for any of the new features to work. And there's a good chance of crashing without it, because I haven't tested things properly with the old version.

What would be an example of a path I could use?
2. Is the tree generation deterministic?  That is, will trees in the same world always be put in the same places?
It's not currently deterministic, but I want to make it that way.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: jecowa on August 21, 2016, 06:09:14 am
1. Do I need to update the remotefortressreader plugin for the new Armok Vision to work?  (and if so, could it be put into the main download in ./$DFHACK_VERSION/remotefortressreader.dll ?  That way I can script it's installation)
Yes, it is required, at least for any of the new features to work. And there's a good chance of crashing without it, because I haven't tested things properly with the old version.

Is the Remotefortressreader plugin included with DFHack v0.43.03 stable release out-of-date? If so, where is the new one?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 21, 2016, 06:11:10 am
It is out of date, yes.

The updated version is in the download page for this version of Armok Vision:
https://github.com/JapaMala/armok-vision/releases/tag/v0.11.0
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 21, 2016, 06:24:13 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: jecowa on August 21, 2016, 06:27:56 am
So I only need to compile that one file to get it working on Mac, right?
https://github.com/DFHack/dfhack/blob/develop/plugins/remotefortressreader.cpp
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 21, 2016, 06:31:16 am
You need to compile it from this branch:

https://github.com/JapaMala/dfhack/tree/v0.43.03
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: lethosor on August 21, 2016, 08:29:26 am
To be clear, if you compile it from the develop branch, you will have a plugin that will work (sort of) with 0.43.05, but crash with 0.43.03.

Japa's branch basically consists of RemoteFortressReader updates rebased onto the master branch (or maybe 0.43.03-r1).
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 21, 2016, 08:41:06 am
It's specifically branched from 0.43.03-r1, to maintain compatibility.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: PeridexisErrant on August 21, 2016, 08:03:39 pm
1. Do I need to update the remotefortressreader plugin for the new Armok Vision to work?  (and if so, could it be put into the main download in ./$DFHACK_VERSION/remotefortressreader.dll ?  That way I can script it's installation)
Yes, it is required, at least for any of the new features to work. And there's a good chance of crashing without it, because I haven't tested things properly with the old version.

What would be an example of a path I could use?

The exact path doesn't really matter, as long as it's consistent between Armok Vision releases and it contains the target DFHack version.  I would suggest adding "plugins" next to "Armok Vision_Data", then a subdir named with the version string of the target DFHack version (eg "/0.43.03-r1/" now), and finally the plugin/s.  Maybe add another layer once the 32/64bit DFHack split happens.

Then I can write a script that looks for a plugin matching the current DFHack version in the Armok Vision folder, and install it if the plugin exists  :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 21, 2016, 09:17:06 pm
Okay, I'll make another release today with that, and a few other fixes.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 21, 2016, 11:17:35 pm
https://github.com/JapaMala/armok-vision/releases/tag/v0.11.1

Done. This also has a couple fixes in it, so best to use this one anyway.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on August 21, 2016, 11:18:30 pm
Ha ha, a chink in your armor of awesomeness appears!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 21, 2016, 11:19:53 pm
What else do you expect to happen when you reset the random seed to 0 every tile.

Now it's seeded by the tile coords.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on August 22, 2016, 12:37:57 am
Oh sure, make me look like an ass for teasing you.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 23, 2016, 12:55:02 pm
So I'm working on a proper FPS mode.

So far, You can walk around, and climb ladders, but water and buildings (Like bridges) are ignored.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Scoops Novel on August 23, 2016, 09:47:22 pm
(http://i.imgur.com/ia4TkGc.jpg)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on August 23, 2016, 10:06:42 pm
(http://i.imgur.com/ia4TkGc.jpg)
This is the correct response.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 23, 2016, 10:42:31 pm
Here you go.

https://youtu.be/LZ5ON4QUOXk
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on August 24, 2016, 03:38:35 am
Japa for Wizard President 2016!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: CharonM72 on August 24, 2016, 07:40:16 pm
Here you go.

https://youtu.be/LZ5ON4QUOXk

Wow, that's a nice Minecraft map you have there.

But seriously, proper clipping put in and I'd seriously consider writing in "Japa" on my ballot.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Hawen on August 25, 2016, 03:22:51 pm
Attempted to load up version 11 only to realize there was a 11.3 release a few hours ago.

The new FPS mode seems to be more of is map explorer than an actual game play function, I tried it out and ran right off the map and fell forever. Tried other things such as turn on the DF overlay so the "virtual player" and "DF Character" match up but then the DF window is in the way all the time. Running the mode from DF leaves the "virtual player" behind. I'm guessing is was ment to be more of a "Map Explorer" mode?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: jecowa on August 25, 2016, 03:48:04 pm
Yes, it's to explore the map. I don't think it's really possible to play as a migrant in your own fortress. I think that was just a silly joke.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 25, 2016, 09:14:50 pm
It was a joke, sorry.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 26, 2016, 01:28:07 pm
http://imgur.com/a/BabVM

Spatters.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on August 26, 2016, 01:34:45 pm
Well, that's lovely isn't it?

How will we access the fps mode btw, the menu or a hotkey?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 26, 2016, 01:38:00 pm
Right now, it's accessed just by zooming in all the way.

Which means the old first person flying mode no longer exists.

If that's still wanted, I can make a toggle.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Max™ on August 26, 2016, 01:42:08 pm
It would be nice if it was a hotkey or something, zooming is a pain for people without a standard mouse, I don't have a scrollwheel at all, so we could still do the flying around version by zooming or the fps for fun.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 26, 2016, 01:43:35 pm
That sounds reasonable.

I'll do that in the next version.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: jecowa on August 26, 2016, 02:23:11 pm
It looks like Armok Vision contains both a 32-bit and 64-bit version in a single binary. Is 32-bit support needed for anything? I'm guessing the app would be about 20 MB lighter without 32-bit support. Macs have had full support for 64-bit apps since Mac OS X 10.5 Leopard, which is what Toady compiles on, and I think Armok Vision requires Mac OS X 10.7 Lion or later. So unless it needs 32-bit support to talk to Dwarf Fortress, I don't think there's any need for a 32-bit Mac version.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Fleeting Frames on August 26, 2016, 02:41:29 pm
That ladder image especially is striking. Uh, wough. Good job?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Hawen on August 26, 2016, 06:40:01 pm
-vrmode tag no longer works?

Which means the old first person flying mode no longer exists.

If that's still wanted, I can make a toggle.

Yes, please.

The new FPS mode insn't exactly what I expected, I thought it would have been more simplistic.
when you push left the camera points west,
push right camera turns east,
push < camera turns up,
ect.
at the same time the character would be traveling in that direction while the ~ (dwarf fortress overlay) is on.

Although it may seem strange to continue to press left to travel forward (west), the overlaying DF window helps it to make sense.

The current mode is interesting but doesn't progress the game play.

Found a 3rd party program to overlay the DF window in it's original orthographic state with transparency:

http://www.lukepaynesoftware.com/projects/peek-through/

Did a VR run but I only get DF (original) in one eye.

;)

Thanks for the interesting updates, Japa.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: jecowa on August 26, 2016, 09:43:31 pm
I like the walk-around mode. It feels a lot more immersive. Flying is nice too, though, for taking overview screenshots and jumping on top of large structures.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: lethosor on August 26, 2016, 10:03:39 pm
It looks like Armok Vision contains both a 32-bit and 64-bit version in a single binary. Is 32-bit support needed for anything? I'm guessing the app would be about 20 MB lighter without 32-bit support. Macs have had full support for 64-bit apps since Mac OS X 10.5 Leopard, which is what Toady compiles on, and I think Armok Vision requires Mac OS X 10.7 Lion or later. So unless it needs 32-bit support to talk to Dwarf Fortress, I don't think there's any need for a 32-bit Mac version.
I was about to point out that it's an issue of machines being capable of running 64-bit binaries, not OSes, but that's irrelevant since 10.7 requires a 64-bit CPU. So yes, I fully support a 64-bit-only Mac build.

Armok Vision communicates with DFHack remotely, so the AV and DF architectures don't have to match - you don't even need to be using the same computer (okay, you do, but that's just a DFHack-enforced limitation at the moment). If they did have to match, the x64 Windows build would be pretty useless. :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: jecowa on August 26, 2016, 10:38:45 pm
I was about to point out that it's an issue of machines being capable of running 64-bit binaries, not OSes, but that's irrelevant since 10.7 requires a 64-bit CPU. So yes, I fully support a 64-bit-only Mac build.

Armok Vision communicates with DFHack remotely, so the AV and DF architectures don't have to match - you don't even need to be using the same computer (okay, you do, but that's just a DFHack-enforced limitation at the moment). If they did have to match, the x64 Windows build would be pretty useless. :)

That's great! I would love smaller downloads.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: jecowa on August 29, 2016, 09:45:40 am
I've got vanilla DFHack to compile now, but I'm having trouble getting this to work.

First I'm git cloning --recursive vanilla DFHack, and then I'm 'submodule update --init'ing it. And then I'm manually copying over your updated /plugins/remotefortressreader.cpp and /plugins/proto/RemoteFortressReader.proto into it.

Is that the correct way to do this?

It seems to work okay up until part 2 of the compile process:
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 29, 2016, 09:52:26 am
I had some structure changes not merged into the main df-structures branch.

I merged them now, so update, and it should work.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: lethosor on August 29, 2016, 10:10:33 am
You're using "for each", which is not standard and is apparently only supported by MSVC.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 29, 2016, 10:21:17 am
Oh, I did not realize that.

I'll fix that when I get home.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: jecowa on August 29, 2016, 04:53:32 pm
Thanks! The updated plugins and the updated /library/xml/df.world-site.xml (https://github.com/DFHack/df-structures/commit/7422b712fcdbb8ee767ff08949329936fc0d8bc9) files fixed it for me.

Since I compiled with a newer version of df.world-site.xml than what the release version of DFHack is using, is there a second file I'll need to copy over after compiling besides the RemoteFortressReader.plug.dylib file?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Sasquatch on August 29, 2016, 07:16:08 pm
Japa I'm having some issues. I downloaded the latest PeridexisErrant's Starter Pack 0.43.03-r06 yesterday. When I launch Armok's Vision I can't find my fort. When I zoom in all the way I'm hovering above the ground and cannot move. When I hit ` it does nothing and tends to crash AV, when I hit f it does nothing. Also I seem to be missing a chunk of the map.

Considering I'm using the newb pack it should be working right? Are there other software dependencies such as java that I may be lacking?

https://postimg.org/image/6meixng8b/ <-- Image of the missing chunk
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 29, 2016, 08:26:13 pm
Does Armok Vision_data/gamelog.txt have anything in it?

It should jus  work.
It's very strange that it's loading the outside terrain but not your fort.

Jocowa : ni adittional files need to be copied, as far as I know.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Immortal-D on August 29, 2016, 09:15:38 pm
I love that you're still using Constructivory for your previews, and at this point nobody is questioning the giant bell or chicken tower.  Seriously though mate, your work is brilliant beyond words.  Seeing this kind of detail really inspires one to undertake grand building projects.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Sasquatch on August 29, 2016, 09:38:39 pm
Does Armok Vision_data/gamelog.txt have anything in it?

It should jus  work.
It's very strange that it's loading the outside terrain but not your fort.

Jocowa : ni adittional files need to be copied, as far as I know.

I don't seem to have a gamelog.txt file inside the Armok Vision_data folder
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 29, 2016, 10:36:38 pm
Which files are there? I probably remembered the name wrong.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Sasquatch on August 30, 2016, 02:45:16 am
Six hours later, I got it to work. I just got rid of the starter pack and installed the mods myself. That is after I wasted hours attempting to build and compile the develop branch lolol (was totally unnecessary, didn't even need a different RemoteFortressReader plugin).

LOL I remember this is why I quit playing DF. You spend more time fiddling with stuff than you do playing. Thank you for this amazing program!!! Back to the fiddlin.

Now for my first request. Heh a volume slider for the footsteps, or an on/off toggle? Or is this already in a file I could fiddle with?

I installed the pack again on a different drive and AV works just fine. I don't get it :P
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 31, 2016, 11:32:44 am
Yeah, I'll see about adding some options for those footsteps. They're a little annoying, though you can actually just mute the sound from armok vision from within windows, since that's the only sound it makes.

Also,

(http://i.imgur.com/7JsYW5K.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: UristMcTruman on August 31, 2016, 02:06:44 pm

(http://image.noelshack.com/fichiers/2016/35/1472670379-osman-contemplation-of-beauty.png) This is beautiful. I can't wait for a 64bits update for dfhack so I can use this baby on my most recent fortresses.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: PeridexisErrant on August 31, 2016, 06:27:51 pm
Is that... isometric mode?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on August 31, 2016, 09:06:03 pm
Yes, yes it is.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Heretic on September 01, 2016, 04:17:22 am
Can it somhow.... Once... Show all-world map? as IsoWorld(remember parts of world and load it whetever it needed?
I have 64 Gb of RAM so... i wish my compter is strong enough to handle it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: PeridexisErrant on September 01, 2016, 04:29:46 am
:D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on September 01, 2016, 04:51:06 am
Can it somhow.... Once... Show all-world map? as IsoWorld(remember parts of world and load it whetever it needed?
I have 64 Gb of RAM so... i wish my compter is strong enough to handle it.

That would be a different program. It's a bit out of scope for this project.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: funkydwarf on September 21, 2016, 11:39:14 pm
I finally did what i have been meaning to do. Intent on dropping the openvr camera rig object into this to see if i can walk around my fort,eventually. So I fired up unity, downloaded the git master source zip, (accidentally forked it lol)  tried to open it in unity.. only to realize my unity was version 5.3.4f or some crap and an update just came out....now i am downloading unity and wont have time to try until tomorrow.

But since I started, I am now eager as hell to know, and maybe tomorrow, at work, for 12 damn hours, I can content myself by reading a possible reply to my questions.

these questions are...

1. Do i just unzip the git master zip of the repo and open it as a unity project?

2. I assume i need to load up a fort with dfhack /etc to "feed" it so i can run it , un-compiled, in unity as i dev on it. is this the case or must I compile it each time? Anything weird or unexpected to know to get it working?


anyone reading with a vive, dont get excited, I work 60 hours a week and am a newb at unity. You will probably never see my work, and i will probably never make anything worth a damn, unless I live out my fantasy and quit work and dev vr games, and if i did i would be evicted with no where to plug in my computer within 2 months!!!

Cant post without saying,Japa, great great work with this. Thanks so much for AV.  Armok Vison FTW!

Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on September 21, 2016, 11:43:03 pm
1: Yes, that's pretty much all that's needed. It already has all the SteamVR stuff setup in it, so you just have to compile and run.

2: Yes, Armok Vision requires DF running, with a fort loaded, DFHack installed, and the RemoteFortressReader plugin updated. If you're using the latest starter pack, you'll have all that. There's no real difference between running it from within Unity and running it compiled, besides performance.

3: Performance is pretty bad right now, and I don't know how to improve it, so suggestions are welcome.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Aklyon on September 21, 2016, 11:48:33 pm
Isometric Armok Vision?
Awesome.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: PeridexisErrant on September 22, 2016, 01:00:47 am
I finally did what i have been meaning to do. Intent on dropping the openvr camera rig object into this to see if i can walk around my fort,eventually.

Beat you to it!  VR enhancement issue is https://github.com/JapaMala/armok-vision/issues/34
Current status: 
- Teleportation and climbing (hold grip buttons) are notionally in
- Most controls aren't working in VR
- Performance is *terrible*  (10-25 FPS); compiled is probably better

But I think it's moving in the right direction and it's great to see someone else interested :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: funkydwarf on September 22, 2016, 08:19:06 am
I did a search and saw you mention you were going to try, very cool that you did.

Is the teleport from the vr toolkit? *edit nevermind, im home early and got it all loaded without incident! I see!Or is it a custom job?

I didn't realize you were doing openvr in there as well Japa..I searched the thread for openvr and didn't see a mention...great!

It's funny about the performance. I mean, Uncompiled yeah, but compiled? What do you think it is? Is it a communication issue with remote fortress reader?  Is it the scale and huge physics calculations? You think it's straight up Video card processing that can't keep up?



Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Saladin on September 25, 2016, 06:45:27 am
Hi Japa, I'm having some issues... similar to what Sasquatch was having on page 65. The map shown seems to be the world map near my fort, because my fort map only has one lake.

http://i.imgur.com/3rmo6lG.png

I'm using the latest LNP (43.03 r6). DFHack has the RemoteFortressReader plugin. If I try to reload the plugin, I get "Warning: Plugin RemoteFortressReader compiled for DFHack 0.43.03-r1-5-g697aa54, running DFHack 0.43.03-r1-0-g9889379". I can't find RemoteFortressReader.plug.dll anywhere on the internet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on September 25, 2016, 07:15:44 am
the warning is normal, and not easily avoidable.

Can you post your save? I'll try and see what's wrong.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Saladin on September 25, 2016, 11:02:40 am
Save: http://www.filedropper.com/region2_1
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on September 25, 2016, 11:08:40 am
Downloading it now.

That said, next time, you may consider uploading to http://dffd.bay12games.com/
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.10.0 Release!
Post by: Rose on October 05, 2016, 12:34:47 pm
(http://i.imgur.com/A4fE6ti.png)

Another release!

This one brings blood spatters and rudimentary SteamVR support.

https://github.com/JapaMala/armok-vision/releases/tag/v0.12.0
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 05, 2016, 02:18:44 pm
If you close this save file and reopen it, will blood be in the exact same spots as before?

How does the blood get on the map? Do you have to draw a splattered version of each object individually, or does the game simulate pouring a bucket of blood on a tile?

Also, do I need a new version of RemoteFortressReader for this?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Bumber on October 05, 2016, 03:05:15 pm
If you close this save file and reopen it, will blood be in the exact same spots as before?

How does the blood get on the map? Do you have to draw a splattered version of each object individually, or does the game simulate pouring a bucket of blood on a tile?
Looks like just an overlay of a splatter texture from above. Notice the terrible vertical stripes.

Is it possible to use a different texture tiling method (i.e., spherical/cylindrical/cubic,) or does that just look worse?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 05, 2016, 03:38:51 pm
Looks like just an overlay of a splatter texture from above.
Okay, so it overlays a bloodsplatter texture on top of the texture of the objects before applying it to the object. That seems like a good way to do it. It looks like each blade of the windmill has a unique blood splatter, though.

Notice the terrible vertical stripes.

Is it possible to use a different texture tiling method (i.e., spherical/cylindrical/cubic,) or does that just look worse?
I thought it looked pretty good. The blood is vertical on some objects because gravity made it slide down there. I'm guessing that had to be specifically coded to do that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Dunamisdeos on October 05, 2016, 08:48:15 pm
That is totally what happens when a texture isn't wrapped for the object in question.

I am not criticizing, but that's totes what it is. It looks generally fantastic anyway.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 05, 2016, 09:55:10 pm
Yeah, I have two textures that are used for the blood spatters.

A low resolution texture that spans the entire map, where one pixel is one tile. This sets the color and amount of spatter in each tile, with all the spatter colors combined together into a single color and alpha per tile.

Then there's a second texture that's just a noise texture, to make it actually look like spatter, instead of solid blobs of color.

Finally, the spatter is applied onto the upwards facing portions on the tile, with thicker spatters spreading more to the side-ward facing parts of the objects than thinner spatters.

It's possible to use something like triplaner mapping for the noise texture to reduce the vertical striping, but I don't think it's worth the trouble.

Yes, you need a new version of RemoteFortressReader if you want the blood spatters. A new version is included in the download.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: funkydwarf on October 06, 2016, 12:36:53 am
Looks great!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 06, 2016, 12:10:57 pm
Spoiler (click to show/hide)

First go at having snow show up outside the fortress.

It'll take some work to make it actually look good, though. This was just a quick test to make sure it shows up in the right places.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 07, 2016, 12:23:45 pm
(http://i.imgur.com/L2LfH34.png)

Here we go. Now it mostly matches what's in the fortress proper.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 07, 2016, 09:17:03 pm
Thanks for making Mac version 64-bit only. That saves a lot of space.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Libash_Thunderhead on October 07, 2016, 09:41:48 pm
the terrible vertical stripes
But I thought it was a feature.  :P
Looks OK to me, like the blood leaves trails.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 07, 2016, 10:18:11 pm
Thanks for making Mac version 64-bit only. That saves a lot of space.

Yeah, I went ahead and just removed all 64bit builds, actually.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 07, 2016, 10:35:50 pm
I thought I figured out the correct way to download and compile DFHack, but ended up compiling for DF v0.34.11 somehow.
Spoiler (click to show/hide)

Start of my script:
Code: [Select]
git clone -b v0.43.03 --recursive https://github.com/JapaMala/dfhack.git
git clone -b 43.03 https://github.com/JapaMala/df-structures.git
rm -r dfhack/library/xml/
mv df-structures/ dfhack/library/xml/
cd dfhack

I bet that recursive flag is to blame. Branches are tricky.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 07, 2016, 10:38:14 pm
You shouldn't remove and copy the dfhack/library/xml/ directory, just checkout the 43.03 branch from within the one that's already there.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 08, 2016, 01:04:41 am
I'm thinking of adding some features to Armok Vision that would make things look nicer, but it would mean dropping support for directx 9, which means windows 7, unless I enable OpenGL. So I've added a poll.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 08, 2016, 01:15:33 am
What's the downside to enabling OpenGL? I thought he was a pretty cool guy.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: PeridexisErrant on October 08, 2016, 01:23:22 am
You're missing a Windows 8 option!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 08, 2016, 01:31:51 am
Maybe he meant to put Windows 8 / Windows 10. They might be the same version as far as dropping DirectX 9 is concerned.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 08, 2016, 01:36:23 am
I refuse to believe people still use windows 8 >_>
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 08, 2016, 01:44:00 am
Posting from my Windows 8.1 box. Isn't it just Windows XP that only goes up to DirectX 9?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 08, 2016, 01:49:34 am
H, actually yeah, DX 11 works fine on windows 7, my mistake.

I'll just cut out DX 9 then.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: CharonM72 on October 08, 2016, 08:16:39 pm
Well it's not just a Windows thing. I run Windows 10, but on an old computer, and the graphics card doesn't support DX11.
My new computer (coming this week) will support everything under the sun though.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 10, 2016, 09:45:34 am
https://github.com/JapaMala/armok-vision/releases/tag/v0.13.0

New release. This one has world map snow, better loading, and a small hardware survey.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Thundercraft on October 10, 2016, 01:50:11 pm
I refuse to believe people still use windows 8 >_>

Actually, I still use 8.1, myself. I got the free upgrade to Win 10, but then immediately reverted it back to 8.1. Though, since my PC is now registered with Microsoft as a Win 10 machine, I can "upgrade" back to 10 later.

At first, I was going to skip the free Win 10 upgrade. I'm used to 8.1 and there are several things about Win 10 I don't like. The only reason I wanted the free Win 10 option is because it's the -only- way to get DirectX 12. (My current video card would not gain much benefit from DirectX 12. Though, I may upgrade some day.)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Heretic on October 10, 2016, 03:19:40 pm
MOAR SCREENS OF BEAUTIFUL FORTRESSES
WE NEED MOAR
...COVERED WITH BLAD...
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Pvt. Pirate on October 10, 2016, 03:57:13 pm
Posting from my Windows 8.1 box. Isn't it just Windows XP that only goes up to DirectX 9?
i got dX10 running here on XP.
in some games even dX11 works on XP, but most don't.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Max™ on October 13, 2016, 02:09:03 am
Wow, keep in mind that I'm on a pre-alpha version of dfhack for 43.05, I can't begin to figure out what is actually causing it due to the nature of the problem, but launching AV on arch linux, 64 bit, makes df go from using ~700 mb or so of ram to every bit available very very rapidly. First time it completely froze and I had to go around and hit the power button to reboot, this time I managed to kill it at ~3 GB used.

Edit to note, THIS time it printed a config.json, last time it wasn't able to do so, the numbers here are in the right ranges I assume?
Code: [Select]
{
  "meshing": {
    "meshingThreads": 4,
    "queueLimit": 8
  },
  "rendering": {
    "drawRangeSide": 4,
    "drawRangeUp": 1,
    "drawRangeDown": 5,
    "maxBlocksToDraw": 460800,
    "maxTextureSize": 512,
    "textureAtlasSize": 2048,
    "debugTextureAtlas": false,
    "drawClouds": true,
    "distantTerrainDetail": 2,
    "drawShadows": true,
    "vSyncCount": 0,
    "targetFrameRate": 60,
    "showHiddenTiles": false,
    "fog": true
  },
  "units": {
    "drawUnits": true,
    "scaleUnits": true
  },
  "camera": {
    "fieldOfView": 70.0,
    "deferredRendering": true,
    "SSAO": true
  },
  "game": {
    "showDFScreen": false
  },
  "debug": {
    "drawDebugInfo": false,
    "saveBuildingList": false,
    "saveCreatureList": false,
    "saveItemList": false,
    "saveMaterialList": false,
    "savePlantList": false,
    "saveTiletypeList": false
  }
}

Also, the only reason it's a pre-alpha is due to some missing offsets, but I would expect that to just crash or not load or something rather than ram use*2n, but I can't figure out what it could be doing that would make the dwarf fortress process to shoot up so high, or is av incorporated in the dfhack process tree now?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 13, 2016, 02:17:54 am
Yeah, the config.json is pretty much default, and don't have anything to do with DF running out of memory.

If it's the DF memory that's going up, and not Armok Vision's memory, then something's going very wrong.

I'd wait until more DFHack memory offsets are in place before trying to debug it, though.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Max™ on October 13, 2016, 02:20:44 am
Yeah, I couldn't even see the AV memory load up on the process monitor, but df goes PCHEW! straight towards the full ~7 GB available.

Ok, checked and waited to make sure the AV launcher process was visible, started it zoomed the cursor over to the dfhack terminal to die it, it went 0.7 > 1.03 > 3.06 > 5.28 GB used before I got scared and killed it, took a couple of seconds.

The offsets for the osx/windows versions are further along as I recall, I can't test either to see if it happens or I would.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 13, 2016, 02:21:55 am
Must be a memory leak in RemoteFortressReader somewhere.

Since I'm not really a linux dev, is there any way you could do some debugging on it?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Max™ on October 13, 2016, 02:27:39 am
Well, I suspect it might be something with RFR looking for the viewscreen or ui_advmode offsets which are still missing in the linux version, so anybody with a pre-alpha windows 64 dfhack 43.05 version who wants to test it out would be handy there I think.

Code: [Select]
70 #include "df/viewscreen_choose_start_sitest.h"Sounds like something that would do it, so it should be an offsets issue rather than rfr itself.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: lethosor on October 13, 2016, 08:06:35 am
I can't think of any reason why missing offsets or including that file would cause a memory leak.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 13, 2016, 08:22:52 am
So who wants to send it through valgrind?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 13, 2016, 03:31:52 pm
Armok Vision Users (note that this counts strange when people select more than one OS)

Spoiler: platform (click to show/hide)

Spoiler: version/distribution (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Max™ on October 13, 2016, 03:50:08 pm
I feel like I should know without banging on ddg to figure out what valgrind is, oh, memory debugger. Hmmm.

Ok, let's see if this is useful:
Code: [Select]
DFHack version 0.43.05-alpha0 (development build 0.43.03-r1-161-ga5338d2)
Type in '?' or 'help' for general help, 'ls' to see all commands.
[DFHack]# die

==17690==
==17690== HEAP SUMMARY:
==17690==     in use at exit: 30,685 bytes in 822 blocks
==17690==   total heap usage: 4,890 allocs, 4,068 frees, 212,579 bytes allocated
==17690==
==17690== 12 bytes in 1 blocks are definitely lost in loss record 100 of 314
==17690==    at 0x4C29BBE: malloc (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==17690==    by 0x46B16F: xmalloc (in /usr/bin/bash)
==17690==    by 0x465068: set_default_locale (in /usr/bin/bash)
==17690==    by 0x418688: main (in /usr/bin/bash)
==17690==
==17690== LEAK SUMMARY:
==17690==    definitely lost: 12 bytes in 1 blocks
==17690==    indirectly lost: 0 bytes in 0 blocks
==17690==      possibly lost: 0 bytes in 0 blocks
==17690==    still reachable: 30,673 bytes in 821 blocks
==17690==         suppressed: 0 bytes in 0 blocks
==17690== Reachable blocks (those to which a pointer was found) are not shown.
==17690== To see them, rerun with: --leak-check=full --show-leak-kinds=all
==17690==
==17690== For counts of detected and suppressed errors, rerun with: -v
==17690== ERROR SUMMARY: 1 errors from 1 contexts (suppressed: 0 from 0)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: lethosor on October 13, 2016, 04:15:35 pm
Armok Vision Users (note that this counts strange when people select more than one OS)

Spoiler: platform (click to show/hide)

Spoiler: version/distribution (click to show/hide)
I'm a bit skeptical that close to 50% of the OS X users are using 10.7. How'd you collect that?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Max™ on October 13, 2016, 04:18:07 pm
Hrm, I didn't quite know what adding the -v flag would do, lol, the scrollback limit on my terminal window is hit up here:
Code: [Select]
==17897== 36 bytes in 1 blocks are still reachable in loss record 229 of 314
==17897==    at 0x4C29BBE: malloc (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==17897==    by 0x46B13A: xmalloc (in /usr/bin/bash)
==17897==    by 0x43311D: ??? (in /usr/bin/bash)
==17897==    by 0x436656: ??? (in /usr/bin/bash)
==17897==    by 0x42CE69: ??? (in /usr/bin/bash)
==17897==    by 0x42E6B3: execute_command_internal (in /usr/bin/bash)
==17897==    by 0x4301ED: execute_command (in /usr/bin/bash)
==17897==    by 0x42E3CD: execute_command_internal (in /usr/bin/bash)
==17897==    by 0x4301ED: execute_command (in /usr/bin/bash)
==17897==    by 0x42F09F: execute_command_internal (in /usr/bin/bash)
==17897==    by 0x4301ED: execute_command (in /usr/bin/bash)
==17897==    by 0x41AA8D: reader_loop (in /usr/bin/bash)

I can't figure out where it is outputting to.

I've got it where it can work and don't know if killing with die is messing it up but lemme know if there is a specific option I should pass to get the right info if that isn't the block address needed.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 13, 2016, 07:50:41 pm
Armok Vision Users (note that this counts strange when people select more than one OS)

Spoiler: platform (click to show/hide)

Spoiler: version/distribution (click to show/hide)
I'm a bit skeptical that close to 50% of the OS X users are using 10.7. How'd you collect that?

Those stats are only for Armok Vision users, but yeah, I'm kind of surprised. They were made with the survey's built-in filter, which I don't completely trust. Here's some more up-to-date stuff counted in a spreadsheet.

There were 100 Armok Vision users at the time this data was downloaded.  Users could select more than one operating system, so operating systems can add up to more than 100%.

Windows Armok Vision users: 94 (94%)
Linux Armok Vision users: 39 (39%)
Mac Armok Vision users: 20 (20%)
Armok Vision users who don't know what an operating system is: 1 (1%)

Spoiler: Windows (click to show/hide)

Spoiler: Mac (click to show/hide)

Spoiler: Linux (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 13, 2016, 11:10:19 pm
I'm happy to note that Armok Vision works fine with the 64bit version of DF 43.05. At least the build of the current development version that I tested.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Heretic on October 14, 2016, 03:11:10 am
I'm happy to note that Armok Vision works fine with the 64bit version of DF 43.05. At least the build of the current development version that I tested.
How can we use  them together?
Probably I misunderstood something, but we(users, not devs) still have no 64x version dfhack.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 14, 2016, 03:19:22 am
No, there's no public DFHack release yet for the new version, but the indev version works fine, without any issue, so when DFHack is release, there won't be any trouble with armok vision.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Heretic on October 14, 2016, 04:36:50 am
Can you build something like pre-alpha release? special for AV? or give me please an instruction how to do it...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 14, 2016, 04:38:15 am
I'll do something later tonight, if nobody else does it first.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Max™ on October 14, 2016, 04:56:44 am
I got the same memory leak when I did a build earlier today, it was uhhh: DFHack version 0.43.05-alpha0 (development build 0.43.03-r1-173-ga9ccec0) on x86_64 which gave me the same leak as I got on 0.43.03-r1-161-ga5338d2:

Code: [Select]
==16816==    at 0x4C29BBE: malloc (in /usr/lib/valgrind/vgpreload_memcheck-amd64-linux.so)
==16816==    by 0x46B16F: xmalloc (in /usr/bin/bash)
==16816==    by 0x465068: set_default_locale (in /usr/bin/bash)
==16816==    by 0x418688: main (in /usr/bin/bash)
==16816==
==16816== LEAK SUMMARY:
==16816==    definitely lost: 12 bytes in 1 blocks
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: lethosor on October 14, 2016, 07:52:57 am
I'll do something later tonight, if nobody else does it first.

I was thinking about doing that tomorrow, actually (although apparently I forgot to mention that). My schedule's kind of weird today, but I might have time to do one today. If not, I guess a build right now wouldn't be much different from one tomorrow.

It runs pretty well. There are some offsets missing, but not too many.

If people don't mind about a lack of 64-bit ruby support and some missing offsets, it might be possible to make an alpha release (with "alpha" in this case meaning incomplete but possible to test with).
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 14, 2016, 07:57:39 am
I'll let you build one then, since you know more about how to set up all the build numbers and stuff.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Pvt. Pirate on October 14, 2016, 11:44:26 am
@Poll: Other: none, because it doesn't work on WinXP :(
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 14, 2016, 01:53:20 pm
I wonder what the minimum system requirements are? Maybe Vista for Windows and Lion for Mac? Linux is probably a more complicated thing to work out, but I'm not too familiar with it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 14, 2016, 01:56:50 pm
https://unity3d.com/unity/system-requirements

Since I've stopped releasing 32bit builds, the minimum windows version is probably XP SP2 x64, but nobody in their right mind uses that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 14, 2016, 02:02:40 pm
Can you build something like pre-alpha release? special for AV? or give me please an instruction how to do it...

Here you go:

http://dffd.bay12games.com/file.php?id=12504

I've only tested Armok Vision with it, which seems to work, so I don't know how well any of the other plugins work.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Heretic on October 14, 2016, 02:37:45 pm
Japa  - you are the Best!!!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: UristMcTruman on October 14, 2016, 05:32:41 pm
Thank you Jappa! :'D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Pvt. Pirate on October 15, 2016, 05:50:33 am
https://unity3d.com/unity/system-requirements

Since I've stopped releasing 32bit builds, the minimum windows version is probably XP SP2 x64, but nobody in their right mind uses that.
I still want to be able to play my games and NOT give Micro$oft even a cent for a new OS and if i switched to Linux, i'd lose most games. if someone had given me Win7 for free, i'd use that now.
Biggest problem is that without "support" (eg. all MS-files are inaccessible) i can't even install video drivers when i have to reinstall winXP. so even if i would get hands on a WinXP SP2 x64 copy, i couldn't use it.
but enough of the rambling, it won't change my situation and i don't intend to mislead your topic.
I'll have to wait until my new hardware and the win7 copy from a friend arrives. Then i can finally see DF in 3D :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Max™ on October 17, 2016, 01:10:16 pm
They aren't mutually exclusive, you can dual-boot windows with linux just fine, easier on older motherboards actually, the newer ones you run the risk of uefi crap getting in the way.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 17, 2016, 10:06:02 pm
I have linux and windows dual booting, and both use UEFI
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Dirst on October 17, 2016, 10:10:26 pm
I have linux and windows dual booting, and both use UEFI
And you also turned a pile of ones and zeros into Armok Vision through sheer force of will.  So it doesn't count if you can get it to work :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Fleeting Frames on October 18, 2016, 03:13:31 am
I could get that to work too, but for some reason it didn't recognize the boot USB in UEFI mode so I had to run boot repair (which was recognized from UEFI mode?) to make linux boot from UEFI after the fact.

You can't really screw up much if you read carefully what you're doing, though you can annoy yourself with hours giving manuals the level of attention given to legalese or code (I think the whole thing took about 4 hours for me?).
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Pvt. Pirate on October 18, 2016, 06:51:33 am
They aren't mutually exclusive, you can dual-boot windows with linux just fine, easier on older motherboards actually, the newer ones you run the risk of uefi crap getting in the way.
I know i could use both, but that would mean turning my C:\ into the linux-drive and losing my boot.ini.
I have no means of making a backup of my precious data, so i keep to the wise words: "never change a running system."
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Max™ on October 18, 2016, 10:13:49 am
Transfer data, clear 10 Gb of space, shrink your windows partition, install linux on the new space, you can still access the windows data from linux (but don't alter it from linux unless you only want to use linux to read it, it CAN work fine but it isn't always certain, linux reads windows fine, windows generally can't see windows format filesystems for crap) and install df/etc there. Also handy if the drive is starting to suffer from fragmentation/defragmentation cycles.

Well, not sure how big that drive is actually... xp is old.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Heretic on October 18, 2016, 12:35:57 pm
Here are some suggestions.
0. Please give an opportunity to change number of Z-levels that shown by AV.
1. Play DF inside Armok Vision great idea, but it's not fully playable now!
I was really got upset
then i have seen that DF screen(inside AV) really not comfortable to play cause of big distance between unit on this screen and inside normal AV. Moreover, than we rotate camera in this mode - it's totally bugged.
I have an idea that you can do with this problem - than controlling mode is switched on made the levels under "current controlling level"  semi-ghost-like(type 1 - add a fog) and that are above - ghost-like(type 2 - translucent)
Menu and other things shown above the ground in half-translucent mode with more bright letters.
If my suggestions are bit excess - pls give us some dev plan/note about next aims/features.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 18, 2016, 01:18:22 pm
I think there's some in-game options to change the number of Z-levels displayed.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Max™ on October 18, 2016, 08:25:50 pm
You can hit something to center the df screen in your view and have it follow, and a config.json option for more z-levels and such.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 18, 2016, 09:34:22 pm
If you press esc, you get an options menu where you can change the number of Z levels, turn on/off fog, etc.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 19, 2016, 12:08:49 am
https://github.com/JapaMala/armok-vision/releases/tag/v0.13.1

Another release. Mainly some performance stuff.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 21, 2016, 12:33:41 pm
https://youtu.be/MS39J7FTIjc

Video! Of things!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Max™ on October 21, 2016, 06:16:49 pm
You wonderful madman.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: funkydwarf on October 21, 2016, 07:26:48 pm
 :o
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 21, 2016, 08:30:42 pm
That looks really cool. Now that you have digging figured out, will it be relatively easy to implement channeling and up/down stairs?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 21, 2016, 09:18:49 pm
That looks really cool. Now that you have digging figured out, will it be relatively easy to implement channeling and up/down stairs?

Yes. At this point, it's just a ui problem.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 22, 2016, 01:30:26 pm
I need feedback on these icons.

(https://puu.sh/rRU98/6e884cb574.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Poldon on October 22, 2016, 02:22:15 pm
It takes a moment to decipher them, which however can be done. the stair ones look a bit confusing side by side, but them being that way should be uncommon anyway. Perhaps the down stair slash should go the other way? I can't visualize what that would look like, it might be ugly too.

The bush one I immediately saw as a skull, and spent a while trying to figure out that it was a bush.

The dig and channel designations have the line and dots for clarity whichever direction they are being viewed from, I see that, but I still feel like they should be something more clear. Not sure if channel could have a good looking hole or channel on it though.

Personally I'd almost like using the letter key for the designation, but that may just be me, and wouldn't be great for graphical sets.


Edit: Removing ramps should probably be something different from regular digging, too. This also makes me thing that some of the outside ones might benefit from not being full cubes, especially since things can still walk through them, but I don't know how difficult that is on your end.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Fleeting Frames on October 22, 2016, 03:08:30 pm
Seconding the shrubs taking a while to designate, though what I connected them were more like radiation hazard warnings.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 22, 2016, 04:25:34 pm
That looks good. I like how you differentiated the 'dig' from the 'channel' designations. I'm wondering if it would be helpful to make them a little more different, though. Maybe make the channel designation shaped like a 'V' instead of a 'U'. I think V-shaped channel make sense since channels also function as ramps.

The 'up stair' and 'down stair' tiles were the only ones that confused me.  I interpreted the horizontal line as the current floor and thought the line going up from it was a staircase going up.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: PeridexisErrant on October 22, 2016, 07:37:58 pm
Hmm.  Apparently I'm not the only one to find these symbols confusing, even when we have the familiar reference.

So I suggest replacing symbols for the outcome with symbols for the action, typically using the tool.

That's not an exhaustive list, but I think it covers the most common visible designations in a way that inexperienced players will still understand.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 22, 2016, 08:15:57 pm
Using the tool for icons sounds good. Maybe zoom in on the head of the tool to make it easier to see the shape at the end of the handle.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 22, 2016, 09:28:11 pm
Good idea about the tools.

A lot of people on reddit just want the ascii symbols, but they won't look good when you view them upside down.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: PeridexisErrant on October 22, 2016, 10:33:29 pm
Thanks :)

ASCII symbols are fine for experienced players, but to me the most exciting part of Armok Vision is that it could open up DF for people who would never play with the standard interface (even with tilesets).
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Heretic on October 23, 2016, 02:46:35 am
Just some problems that I found while playing around with siege-catching.
- falled creatures are showing, but dead are not - it's bad for siege expirience in AV
- bodyparts! - can you make something really simple for begin - something like bleeding meet as an option
- also there are  a lot of bugs with blood and invisible levels - try to test battle underground, for example
- some problems with turning on/off invisible blocks
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 23, 2016, 03:07:42 am
Can you show some pictures of the problems?

I had problem with invisible blocks before, but I thought I fixed it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Heretic on October 23, 2016, 04:21:29 am
Here you can see edge of not uploaded sector
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: easykiln on October 24, 2016, 12:15:30 pm
I had difficulty deciphering the symbols, mostly because the first time I saw them they were adjacent and thus just seemed like a mess of lines. PE's suggestion is better I think. Basket might be hard for gathering, maybe just a flower icon or something?

Also, although this is just personal preference, I am not a huge fan of the paper blueprints aesthetic. I think a more modern looking interface that made use of colour would fit with the visual style of Armok Vision better. Sadly I don't know enough to make more specific advice. I was thinking that it might be good to have designations as an overlay on the edges of blocks or a colour tint with the symbol instead of obscuring the space tho.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Bumber on October 24, 2016, 10:10:28 pm
I need feedback on these icons.
Couldn't decipher the stairs because they just looked like slashes. Maybe fewer, more pronounced steps?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: 90908 on October 26, 2016, 08:19:17 am
ptw
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 28, 2016, 12:53:47 pm
(http://i.imgur.com/qLuu0dl.jpg)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: 90908 on October 28, 2016, 03:39:30 pm
Holy shit...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: jecowa on October 28, 2016, 04:15:09 pm
Are all the plants a new feature?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 28, 2016, 09:33:36 pm
No, the perfectly spherical logs are.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Pvt. Pirate on October 29, 2016, 05:51:00 am
No, the perfectly spherical logs are.
can you make them cylindrical? that would make more sense.
anyway it's a nice thing. i hope i can afford a new PC soon. this one is slowly fallign apart.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 29, 2016, 06:10:57 am
I'm working on differentiating between different items right now.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Dirst on October 29, 2016, 12:02:43 pm
Is there a relatively simple way to declare a tile edge as "soft" and then whenever two soft edge touch the textures fade into each other (just mirror a texture beyond the normal edge of the border).  That would make the grass types mingle more naturally, probably also including sand.   Contaminants like snow or mud would probably be a lot harder to bring into such a system.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 29, 2016, 12:47:50 pm
Actually, quite the opposite.

Contaminants already use such a system, but base tile textures are nigh impossible to blend with each other without a huge re-work.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 30, 2016, 03:37:04 am
(http://i.imgur.com/1ueZV4E.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Heretic on October 30, 2016, 03:56:17 am
What about saving classic DF menu-style?
If you move buttons  into right part of screen and made Hotkeys similar to original, it will make more sense.
P.S. Stream with siege will coming today and starts in 19.00-19.30 +3 GMT we will use Armok Vision really active, so, great thanks for making it!
We find one more preference of using AV - if FPS really low caused by some troubles - for example, thousands of invaders - mouse look in DF is mowing to slow, and you can't normally observe then you gave orders and wait for it's execution. But in AV FPS is high at the same moment, so you can look around without pausing the game. So, GREAT THANKS!
(https://pp.vk.me/c626916/v626916900/31530/Ad6zhuj0_tg.jpg)
Link is here:
https://youtu.be/ZkSf8MUrBoo (https://youtu.be/ZkSf8MUrBoo)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 30, 2016, 11:02:51 am
http://imgur.com/a/syyh4

More stockpiles.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Immortal-D on October 30, 2016, 05:59:33 pm
Wow, now we can actually see our Dwarven hoard :D  Can AV detect Zone settings?  I'm wondering if it would be possible to show bookshelves.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 31, 2016, 04:18:32 am
AV doesn't display zones at all, actually, but I think bookcases are buildings. I haven't checked.

(http://i.imgur.com/RVrYjOR.jpg)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Meph on October 31, 2016, 05:04:14 am
I see that the clothing is the same color as in the tileset. Does Armok vision not apply color to the items?

I made them such a pale-bright brown because it gets recolored by DF. If Armok Vision does not, I'd color them a bit differently...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 31, 2016, 05:12:03 am
Armok Vision does, actually, recolor the items, but it does it differently than DF does.

DF does multiply blending on the tiles, so everything that's white becomes the color being applied.

AV does overlay blending, which means that grey becomes the color applied, while black and white remain black and white. This means that colors in the tiles tend to remain.

After taking that screenshot, I went through and removed the brown tinge from all the clothes, which gives them a mostly grey sprite.

Unfortunately, currently, AV doesn't have colors for all the clothing materials, so they're all either grey or white.

Spoiler: The clothing now. (click to show/hide)


I just realized now that AV doesn't show the state colors for items as a backup. I'll go and fix that now.


Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 31, 2016, 12:16:48 pm
Spoiler: Here we go! Dyes! (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Dirst on October 31, 2016, 12:28:37 pm
That looks awesome.  I especially like the microcline Fleur-de-lys on each bed :)

Turning flat tiles into 3D models is a tad too much work, but would it be possible to extrude the non-transparent tiles a bit to give the flat objects at least a bit of depth?  One sticking point would be pixelated diagonal edges that drive up the polygon count (unless there's a magical way to detect that and smooth the edge).
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 31, 2016, 12:30:49 pm
Extruding the sprites would be way too much work to get working well, and would have too high of a polycount.

I'd rather stick to what I'm doing now, where I have a least a flat sprite for everything, than a proper model for what I can manage.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Dirst on October 31, 2016, 12:43:06 pm
Extruding the sprites would be way too much work to get working well, and would have too high of a polycount.

I'd rather stick to what I'm doing now, where I have a least a flat sprite for everything, than a proper model for what I can manage.
Does a bump texture count as polygons?  If not, the simplest way would be to copy the alpha channel to a bump map.  Though even if it doesn't increase the official polygon count, it has to have a performance hit somewhere.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 31, 2016, 12:44:27 pm
You'd need to make a separate bump map for each one.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Dirst on October 31, 2016, 12:45:45 pm
You'd need to make a separate bump map for each one.
Gah, thought you might be able to use an offset like a texture.  I think my rank ignorance of all things 3D is showing :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 31, 2016, 12:53:25 pm
Yeah, there's pretty much no way to magically get some sort of shape out of a sprite without pretty much just re-drawing the sprite.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Dirst on October 31, 2016, 12:56:51 pm
Yeah, there's pretty much no way to magically get some sort of shape out of a sprite without pretty much just re-drawing the sprite.
I'm assuming that hovering the flat texture a hair above the floor looks as stupid as I'm imaging.  So you did the right thing from the start, which is why we're much better off that you're in charge of AV  :D

Edit: Dirst needs new glasses.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 31, 2016, 12:59:58 pm
But hovering the a flat texture a hair above the floor is what I'm doing...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Dirst on October 31, 2016, 01:03:52 pm
But hovering the a flat texture a hair above the floor is what I'm doing...
I was looking at the dim picture with the dyes, the full daylight ones do show some depth.  Nicely done.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 31, 2016, 01:09:16 pm
And now for something completely different:

Spoiler: Cages (click to show/hide)

I'd like to show the creatures inside them, but I'm not sure how I'll do that yet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Heretic on October 31, 2016, 01:17:10 pm
Probably I mess something, but why you can't use stonesense-style of sprites?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 31, 2016, 01:17:55 pm
What do you mean by stonesense-style, exactly?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Max™ on October 31, 2016, 01:32:08 pm
The full isometric dwarff/dwarfm/etc models probably.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 31, 2016, 01:53:44 pm
Mainly because Armok Vision doesn't have any sort of creature customization at all.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Max™ on October 31, 2016, 02:25:17 pm
Yeah, there was a whole lot of stonesense that went towards that, which was a neat touch, but the full 3D aspect of AV is a neat touch too.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Fleeting Frames on October 31, 2016, 11:10:41 pm
Cages are going to look pretty interesting with dog/poult/crocsplosion stuffed in one.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on October 31, 2016, 11:45:51 pm
I'll probably just show a single creature inside, though.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on November 01, 2016, 02:06:59 am
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Dunamisdeos on November 02, 2016, 02:41:57 pm
I'm sure it's something I'm doing, but I can't get it to display my fort suddenly.

It says there are no blocks to read :o

I'm running 43.03, is Armokvision compatible?


UPDATE: It totally works now I don't know what I did. Magic!

I have noticed that it seems to be drawing old splatters. Paths of vomit that have long since been erased still seem to display. FYI.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Atarlost on November 02, 2016, 04:22:38 pm
I've turned up some issues with the first person movement mode in the version of Armok Vision that came with PyLNP 0.12a. 

Ramps that have walls on opposite sides cannot be climbed.
eg. this sort of saddle in natural terrain:
Code: [Select]
z=ramp z+1
+OO+   .++.
+^^+   .VV.
+OO+    .++.

Ramps that have constructions above the down direction cannot be descended. 
eg. this sort of caravan ramp:
Code: [Select]
z=ramp z+1
OOO    OOO
+^O    OV+
+^O    OV+
+^O    OV+
OOO    OOO

A one tile wide hallway with a ramp will have both problems. 

At least one pseudofloor isn't implemented (the grate) which can make paths that go over one untraversable. 



Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on November 02, 2016, 09:42:45 pm
Yeah, I'll have to fiddle with the ramp shapes a bit.

And I'll work on grate floor too.

In the mean time, you can add grates to the bridge definition in the Armok Vision raws.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Dunamisdeos on November 04, 2016, 04:14:39 pm
I figured out my self created vomit display problem.

Also I figured I'd post my grand entrance and upper fortress. Japa has made a very awesome thing here, even if I used multiple colors of stone to build this.

Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on November 06, 2016, 02:06:59 am
http://imgur.com/a/fihXs

Now all items will, at the very least, show a simple sprite.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Heretic on November 06, 2016, 02:09:16 am
Probably it's time for alpha release?
13.2 or something?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on November 06, 2016, 02:47:25 am
It'll be 0.14, but it will happen after I get a play/pause button in there.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on November 06, 2016, 11:35:02 am
Time (https://youtu.be/hIz9Qk6vOWI)

Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Bumber on November 07, 2016, 02:55:27 am
Time (https://youtu.be/hIz9Qk6vOWI)
It looks like magma gets brighter at night. Is that due to the moonlight, an eye-adjust shader, or what?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on November 07, 2016, 05:34:05 am
Time (https://youtu.be/hIz9Qk6vOWI)
It looks like magma gets brighter at night. Is that due to the moonlight, an eye-adjust shader, or what?
The sun makes Armok weaker.

Also the eye adjusts.

also have some plants.
(http://i.imgur.com/JCWiHQ9.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Meph on November 07, 2016, 10:17:31 am
What resolution are your icons? 64x64?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on November 07, 2016, 10:20:14 am
32x32
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Bumber on November 07, 2016, 10:54:39 am
It's like there's a banquet of food lying around the forest floor. Such is the current state of plant gathering.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Meph on November 07, 2016, 10:59:42 am
32x32
They look blurrier than I remember them.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on November 07, 2016, 11:21:49 am
Probably because they're using bilinear filtering.

In any case, I've improved the clock panel, and added a play/pause button.

(http://i.imgur.com/yU2EOY9.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Thundercraft on November 07, 2016, 02:19:54 pm
...In any case, I've improved the clock panel, and added a play/pause button.

(http://i.imgur.com/yU2EOY9.png)

Looking good.

Q: What are those 3 large, black, irregular "spots" south-east of the moat in the center? To me, they sort of resemble either the scorch marks of 3 large fires or the shadows of 3 humongous deciduous trees.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Fleeting Frames on November 07, 2016, 02:48:37 pm
They are trees. The shot was taken in arena.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Bumber on November 07, 2016, 11:01:29 pm
Could the designation options get icons later? The varying widths might make them difficult to use quickly (from my understanding of the human brain and muscle memory.)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
Post by: Rose on November 07, 2016, 11:04:00 pm
Pretty much just need better icons than I have.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 10, 2016, 02:36:04 am
I've made a survey to get to know my user base better, and I'd like everybody to fill it out, if they can.

Survey is Here (https://goo.gl/forms/Olo2LONurpjiSLTz2), and I've included a link in the first post.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 10, 2016, 05:18:21 am
https://github.com/JapaMala/armok-vision/releases/tag/v0.14.0

New release!

This one has all items visible, thanks to Meph for letting me use his sprites, and there's basic support for doing dig designations.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: PeridexisErrant on November 10, 2016, 07:32:43 am
Is anyone else getting an error like "Warning: Plugin RemoteFortressReader compiled for DFHack 0.34.11-r3-3104-g58ed20b, running DFHack 0.43.03-r1-0-g9889379"?

This is with the file included under "Armok.Vision.v0.14.0.Win.x64.zip\Plugins\0.43.03-r1".

Strangely, everything works - I got the usual beautiful visuals and a GUI channelling designation worked (!!!).  This is a brave new age for Dwarf Fortress, I just want to make sure it works for everyone :)

Other note: it would be nice if clouds were only visible from below, so I could zoom out and see the world on cloudy days too ;)

Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 10, 2016, 07:37:15 am
Ooh, huh. The 34.11 is unexpected. I'll need to take a look at that.

Does it otherwise run fine? If so, I probably had a config wrong somewhere when I was compiling. If it's crashing or turning off, I'll need to recompile.

Clouds can be turned off in the options menu, but they need a restart to be turned back on again.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: PeridexisErrant on November 10, 2016, 07:45:52 am
I did not notice any problems other than the error message itself.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: lethosor on November 10, 2016, 08:33:36 am
You might be missing some git tags somehow. That information is really just for diagnostics, though - the actual version that matters is defined in CMakeLists.txt, so you must have that right or it wouldn't load.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 11, 2016, 12:44:34 pm
So, I've added an option to do hqx scaling on sprites. It looks better on some than others.

Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: jecowa on November 11, 2016, 01:05:06 pm
Those look a lot nicer. HQX is probably the best choice for the sprites.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Thundercraft on November 12, 2016, 01:38:05 am
So, I've added an option to do hqx scaling on sprites. It looks better on some than others.

Why does it look so much better with some sprites and not work well with others? Do you rotate the sprite first, then apply hqx scaling? If so, perhaps scaling first and rotating the result would work better? (Rotating a small sprite usually increases pixelation.)

Another idea: Perhaps you could manually apply scaling to each sprite and save the result as a set of large sprites to be used directly, instead of trying to apply hqx scaling on the fly? (I wonder if doing it that way might also improve FPS.) And if you must give users a choice to use the small, pixelated sprites, perhaps you could have two separate sets of sprites with an option to switch between them?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 12, 2016, 01:57:49 am
I just do a one-time upscale when loading any small sprites.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: LordPorkins on November 12, 2016, 02:06:44 am
My Thought Process

"Im bored. I think ill look through Unread posts…."


"…"

"Huh. Whats Armok Vision?"


"…"


"Oh so its another 3d DF clone."

"…"


"HOLY BALLS ITS ACTUALLY 3D DWARF FORTRESS!??!"
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: jecowa on November 12, 2016, 04:27:12 pm
I got a couple errors while trying to build the Armok Vision version of DFHack. Did I do something wrong, or are these normal errors?

Spoiler: build errors (click to show/hide)


Edit: I commented out lines 1390 and 1391 and was able to build. I'm not sure what effects this will have, though.
Code: [Select]
1390     /*   if (job == nullptr)
1391             continue; */

Edit2:  Changing it from "nullptr" to "NULL" also makes it compile. Maybe this is better.
Code: [Select]
1390        if (job == NULL)
1391             continue;

It seems to be working after switching it to "Null" at least:
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 12, 2016, 09:20:55 pm
Oh, looks like nullptr is windows. I'll fix that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Heretic on November 13, 2016, 04:37:59 am
Okey, that I need to do to run last version on windows?
I meant, if i copy realise from download page - it's working, but I can't use digging and other d-options. I think it related to special dfhack update you made.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: jecowa on November 13, 2016, 06:42:25 am
If you are on Windows, you'll have to install the included plugin (found in the /Armok Vision v0.14.0/plugins/ folder) into the the /Dwarf Fortress/hack/plugins/ folder. If you are using PE's Starter Pack, you'll want the v0.43.03 version of the plugin. If you are using Linux, you'll need to compile Japa's fork of DFHack to get the updated plugin. If you are using Mac, there is an updated version of that plugin for Mac included with the latest version of the DFHack Lazy Mac Pack.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Heretic on November 13, 2016, 08:32:32 am
But I'm using 43.05 64x DF. And it can't load 43.03 plugin.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: lethosor on November 13, 2016, 09:01:56 am
I don't think you want Japa's fork (unless you want to compile for 0.43.03, since he's backported RFR updates to his v0.43.03 branch). The develop branch of dfhack/dfhack looks up-to-date with RFR changes to me.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: jecowa on November 13, 2016, 09:03:19 am
But I'm using 43.05 64x DF. And it can't load 43.03 plugin.
There are also plugins included for both the 32-bit and 64-bit versions of Dwarf Fortress v0.43.05. You just need to grab the appropriate one from Armok Vision and install it into the /df_43_05/hack/plugins/ folder.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Heretic on November 13, 2016, 09:28:41 am
THERE IT IN ARMOK VISION FOLDER????
I MEANT LAST VERSION.
 It has only 43.03 plugin.
If i use it, dfhack can't load it. If I use previous plugin, d-menu from latest release of AV doesn't work and stockpiles don't showed.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: jecowa on November 13, 2016, 09:40:59 am
If you download v0.14.0 of Armok Vision, it will have versions of the RemoteFortressReader plugin that are compatible with Dwarf Fortress v0.43.05 for Windows. The plugins included with Armok Vision v0.14.0 will also work with previous versions of Armok Vision as long as it's being used with DF v0.43.03 or DF v0.43.05.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Heretic on November 13, 2016, 10:23:35 am
But previous version of plugin does n't show stockpiles!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 13, 2016, 11:34:39 am
What do you mean when you say that dfhack doesn't load the plug in that comes with the latest Armok Vision?

It will give a warning, but it should still load.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Heretic on November 13, 2016, 01:48:46 pm
Nope. It don't show stockpiles!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Heretic on November 13, 2016, 02:38:31 pm
Second part of MEGAsiege. I use latest Armok Vision and plugin from previous version.
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 14, 2016, 01:51:00 pm
Why didn't you use the plugin from the new version?

Also, I've become fixated on getting nicely blending grass. I have some ideas that can look pretty good if they work.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dirst on November 14, 2016, 02:00:22 pm
Why didn't you use the plugin from the new version?

Also, I've become fixated on getting nicely blending grass. I have some ideas that can look pretty good if they work.
My thought was to expand the original texture into something 3x wide and tall.

bvb
hoh
bvb


where o is the original, h is horizontally flipped, v is vertically flipped, and b is both.  Then slap the whole thing with an alpha channel that is about 50% opaque at the center and "radiates" in squares out to nothing at the edge.

Hopefully that makes sense, which is a completely different problem of whether it is feasible.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 14, 2016, 02:03:51 pm
I want to generate a grass texture that comes with a special alpha channel where each grass clump is a different opacity. By varying the cutoff where the grass is shown or not, I can gave grass at different densities.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Heretic on November 14, 2016, 02:34:12 pm
Why didn't you use the plugin from the new version?

Also, I've become fixated on getting nicely blending grass. I have some ideas that can look pretty good if they work.
It's 43.03 only.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 14, 2016, 07:44:41 pm
There's three plugins in the new version, one for 43.03, one for 43.05 32 bit, and one for 43.05 64bit.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 15, 2016, 01:52:35 am
Spoiler: Grass gradients (click to show/hide)

Spoiler: Grass at 50% coverage (click to show/hide)

Which look better?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: PeridexisErrant on November 15, 2016, 02:59:53 am
Second image in the first spoiler.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: CLA on November 15, 2016, 06:55:32 am
Kind of hard to say without seeing them in context.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dirst on November 15, 2016, 01:21:48 pm
I'm with PE, assuming the brown would be replaced with some other terrain's texture.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 15, 2016, 01:25:32 pm
Turns out only one is feasable, so I'm going with that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: jecowa on November 15, 2016, 01:31:18 pm
I'm guessing the 50% coverage one is the feasible one. Also, I thought the brown part was a dirt.

Grass gradients:
The one PE pointed out looks like the best one for a border between a grass biome and a dirt biome, but I'm worried it might look bad when tiled. The third one might be better.

Grass at 50% coverage:
These look good for a biome that is 50% grass. If I have to pick these two, I would pick the top one because I'm guessing it would look better when tiled, but I dunno.

I don't really know anything about biomes, though.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 15, 2016, 01:38:50 pm
(http://i.imgur.com/15IGxLV.png)(http://i.imgur.com/9Vk1Nyg.png)

This is the method I will have to go for, if I want it to look good in all cases. Also easier to make.

Spoiler: Also (click to show/hide)

Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: jecowa on November 15, 2016, 01:54:03 pm
I'm kind of curious about the eyeball tiles.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dirst on November 15, 2016, 02:09:54 pm
I'm kind of curious about the eyeball tiles.
Don't look too closely at the grass (http://dwarffortresswiki.org/index.php/DF2014:Staring_eyeball) in evil biomes.  It might look back.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dirst on November 15, 2016, 02:12:57 pm
There are two different things that Japa is trying to show with these tiles, and I'm not sure the same solution will work for both.

Grass tiles can get depleted by grazing.  The second recent tile would fit in well for that use.
Terrain tiles would probably look better if they were blended at boundaries.  The first recent tile would work well for that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Fleeting Frames on November 15, 2016, 11:15:17 pm
Don't look too closely at the grass (http://dwarffortresswiki.org/index.php/DF2014:Staring_eyeball) in evil biomes.  It might look back.
Or good ones. The first time I embarked on a good biome, I was incredibly disconcerted by the grass constantly moving and being off-colour; making me constantly think there's some creature there at glance.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 16, 2016, 06:45:57 am
Spoiler: Hmmm, tasty. (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bumber on November 16, 2016, 02:10:58 pm
Mmm... Gummy worms.[/homersimpsonvoice]
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 18, 2016, 12:30:17 pm

Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dirst on November 18, 2016, 01:24:26 pm

Very nice!

And creepy.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on November 18, 2016, 08:24:43 pm

Very nice!

And creepy.

Jeepers Creepers where'd you get those nice grass textures and it looks quite good indeed good job sir.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 18, 2016, 08:56:28 pm
The evil ones, I made myself, while the regular grass was stolen off the Internet somewhere. I want to make my own.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 18, 2016, 10:19:40 pm
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on November 18, 2016, 11:45:25 pm
The tile edges need a bit of tweaking I think, there's too much grass lined up on the sides so the blending is broken with the sparser stuff.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 18, 2016, 11:47:08 pm
Yeah, I noticed that as well, but didn't gave time to fix it yet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bumber on November 19, 2016, 01:20:54 am
On top of wormy tendrils
All covered with ☼dwarven cheese☼
I lost my poor eyeballs
To blistering rain disease

(Or just grazers, if you please)

Very sharp. Some of them look too dark.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 19, 2016, 01:30:15 am
(http://i.imgur.com/PZYqfWK.png)

Which looks better?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Heretic on November 19, 2016, 02:32:49 am
4 and 5, i think.But...Something like this(such as i understand it's walls) can be like  an option.
Some like more rounded shapes, some likes rectangles more.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: LoSboccacc on November 19, 2016, 03:46:25 am
4 and 1
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: jecowa on November 19, 2016, 04:30:53 am
Spoiler (click to show/hide)

Which looks better?

I'm not sure what these are. If these are walls, I like 5. If these are wormy tendrils, I like 3.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 19, 2016, 06:32:10 am
They're walls.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: CLA on November 19, 2016, 06:57:23 am
1. 4 and 5 don't look too bad either.
2 must have a diagonal on the inside curve like 5 otherwise it just looks like shit (and 3 should just be 5).
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on November 19, 2016, 10:18:09 am
1, 4, and 5.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dirst on November 19, 2016, 12:17:20 pm
1, 5 and 2 if it has the same kind of fillet as 5.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on November 19, 2016, 01:06:01 pm
4
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Thundercraft on November 19, 2016, 02:43:21 pm
Definitely 4 and/or 5.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Scoops Novel on November 19, 2016, 06:32:33 pm
1
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Pvt. Pirate on November 19, 2016, 08:09:40 pm
4
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: NullForceOmega on November 19, 2016, 09:09:26 pm
4 and 5
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 21, 2016, 03:00:28 am
(http://i.imgur.com/IQ7NwMV.png)

This is something, but I'm not happy with it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: CLA on November 21, 2016, 08:32:41 am
So it's 5, but when there's a diagonal passage, it uses 4 to show that the path is indeed passable?
I don't know. It doesn't seem necessary to me. I think just 5 (or 4) would work equally well.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on November 21, 2016, 04:49:47 pm
I like the look of that. The diagonal passages add flavor.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 22, 2016, 02:17:55 am
http://imgur.com/a/pDTvM

Options!

Changing between the different meshes is easy.

Now I just need to translate this to actual walls and floors.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Heretic on November 22, 2016, 05:11:45 am
http://imgur.com/a/pDTvM

Options!

Changing between the different meshes is easy.

Now I just need to translate this to actual walls and floors.
Cool) I sure it's the best way. Some fortresses looking better rounded(for example some kinds of giants towers) some - not.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: CLA on November 22, 2016, 06:42:55 am
http://imgur.com/a/pDTvM

Options!
The only one that seems a bit hard to distinguish is Square, Normal Gaps. With more diagonal walls visible, Rounded, Opened Gaps doesn't make that bad of an impression on me as it did with the layout from before. I would probably use Square, Open Gaps myself though the others are fine, too.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 22, 2016, 06:46:50 am
Incidentally, Square, normal gaps is exactly what Armok Vision uses at the moment.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dirst on November 22, 2016, 11:25:18 am
Incidentally, Square, normal gaps is exactly what Armok Vision uses at the moment.
It's also what the game's main interface uses.  The only real problem with it is that creatures can squeeze through catty-corner where there is no apparent gap.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: jecowa on November 22, 2016, 02:38:07 pm
I think "Rounded, Normal Gaps" would be best as the default for designing fortresses. It's still pretty square while still showing that stuff can pass through corners. I think the diamond and open gap variants might be confusing for people who aren't used to them, but they would probably be great for playing adventure mode in first person.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bumber on November 22, 2016, 11:12:47 pm
I prefer rounded, normal gaps.

Diamond is pretty good, too. Actually, it might look terrible with doorways.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: PeridexisErrant on November 23, 2016, 12:23:06 am
Heh - my favorite is Square, Open Gaps - guess it's lucky we've got options!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bumber on November 23, 2016, 12:46:40 am
Heh - my favorite is Square, Open Gaps - guess it's lucky we've got options!
Would be okay if it weren't for the weirdness demonstrated near the top-left (4 down, 4 right.)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: jecowa on November 23, 2016, 12:48:26 am
Yeah, maybe "Square, Open Gaps, is best. It shows rectangular walls for people making a normal rectangular fort and it shows diagonal walls for people who are designing a diagonal fort.

Any weirdness on the border is because it's only showing half of those tiles in the examples.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Octopusfluff on November 23, 2016, 01:03:26 am
Yeah, maybe "Square, Open Gaps, is best. It shows rectangular walls for people making a normal rectangular fort and it shows diagonal walls for people who are designing a diagonal fort.

Any weirdness on the border is because it's only showing half of those tiles in the examples.

... What I'm seeing is that Square, Open Gaps still shows jagged edges for diagonals; just look at the top left and bottom left.

Any algorithm that can somehow accomodate both square and rectangular build styles would be vastly more complicated than any seen here, and still have edge cases.

Look at how much work goes into things like the HQX algorithm; computer pattern recognition is hard shit.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 23, 2016, 01:06:14 am
Yeah, right now, the algorithm works by looking at 4 tiles at a time, at each tile corner.

If I would have to make diagonal walls diagonal, I'd have to look further, and things start becoming a lot more complicated.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Octopusfluff on November 23, 2016, 01:11:44 am
Yeah, right now, the algorithm works by looking at 4 tiles at a time, at each tile corner.

If I would have to make diagonal walls diagonal, I'd have to look further, and things start becoming a lot more complicated.

I've spent time in the past pursuing such algorithms, but frankly they're usually not worth it. If it really isn't difficult to have it runtime configurable, that's probably the best bet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: jecowa on November 23, 2016, 01:12:59 am
Oh, I see what you were talking about. I was mixed up before and was looking at "Diagonal" instead of "Square, Open Gaps".
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 25, 2016, 11:53:16 am
(http://i.imgur.com/0kfJ77x.png)

God, there are so many possible combinations to sort through.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on November 28, 2016, 09:34:24 am
Done!

(http://i.imgur.com/ruGqJgl.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Thundercraft on December 02, 2016, 07:08:04 pm
Done!
[IMAGE]

Looking very good! I've been wanting a 3D visualizer to have at least some rounded corners like that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 03, 2016, 11:50:13 pm
Finally got it working in the actual visualizer.

(http://i.imgur.com/IpDdoYM.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bumber on December 04, 2016, 12:29:36 am
Done!

(http://i.imgur.com/ruGqJgl.png)
Why do there seem to be redundant vertices in the center of each edge? (I.e., 12 per octagon.) Does it simplify the algorithm somehow?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 04, 2016, 12:54:28 am
yes. the algorithm can't deal with X shapes very well, so I nudge the centerpoint of all corners inwards just a little, so they always make a >< shape.

This means that there's always an extra vertex on either side of the corners, though. I'll fix it eventually, but right now, at least it works properly.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 05, 2016, 12:37:36 pm
(http://i.imgur.com/fhs8Gdp.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on December 05, 2016, 12:53:07 pm
Sand drifts?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 06, 2016, 02:53:11 am
General terrain material blending.

Here's a more improved version:

(http://i.imgur.com/aBjnd8O.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: CLA on December 06, 2016, 01:07:51 pm
Looks really good!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 06, 2016, 01:23:16 pm
Unfortunately, as it stands right now, this system supports upto 5 base materials on one z level at a time, which is not enough.

I might be able to manage instead by having 5 basic varieties, and each material gets one, and a color.

Off the top of my head, there's sand, dirt, and I guess 3 Stone types?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bumber on December 06, 2016, 02:27:14 pm
Off the top of my head, there's sand, dirt, and I guess 3 Stone types?
Does grass count?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 06, 2016, 10:50:55 pm
No, grass is separate, and has a similar limitation, but it's counted separately.

The grass shader can handle 1 generic grass, and 4 special grasses, at the same time, but there's room to hardcode support for a few more, I think.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Fleeting Frames on December 06, 2016, 11:48:58 pm
rough, smoothed, engraved stone....But also built wood/glass/metal/clay/earthenware/stoneware/porcelain floors.

Oh, plus the rare troll fur buildings and whatnot. Embarked on one recently.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 06, 2016, 11:59:05 pm
Oh, constructions aren't using this. Only natural stone.

Since constructions have no meaningful limits to what they can be, and they also don't need any smooth blending, I'm excluding them.

That still leaves smoothed and engraved stone, though, which is a problem, actually.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 07, 2016, 02:42:45 am
Whelp, I figured out a way to have as many texture layers as needed, though I've limited it to 32, for now, because I don't see it going past that.

I'm not sure what it will mean for performance, so I'll have to keep an eye on that, but it should be fine.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 09, 2016, 01:05:01 pm
(http://i.imgur.com/fUrjEIK.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on December 09, 2016, 07:24:53 pm
Just what we need, goddamn floating skeletons, good job breaking it, heroJapa.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 10, 2016, 08:27:58 am
http://imgur.com/a/tBzG2
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 11, 2016, 12:11:21 pm
(http://i.imgur.com/CBPzqx0.jpg)
(http://i.imgur.com/zmc4YOJ.jpg)
(http://i.imgur.com/VM46zci.jpg)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on December 11, 2016, 01:51:24 pm
>dat bloom
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Pvt. Pirate on December 12, 2016, 08:23:17 am
The gear-assembly wouldn't be able to turn in any direction.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 12, 2016, 08:26:00 am
No, it would not, if a human made it.

A master dwarf can manage, though.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Fleeting Frames on December 12, 2016, 10:35:49 am
Looks pretty stunning, but...

- catwalks. I love catwalks, but I notice few of the green bridges have stones sticking out from them.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 12, 2016, 10:47:20 am
That is true. I'm not sure a good way to deal with it.

I could probably just turn pebbles and boulders under buildings into flat ground.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Pvt. Pirate on December 12, 2016, 07:26:50 pm
No, it would not, if a human made it.

A master dwarf can manage, though.
would it be possible to model such a block but with one bigger cogwheel so they could actually turn?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bumber on December 12, 2016, 08:50:46 pm
No, it would not, if a human made it.

A master dwarf can manage, though.
They must wiggle back and forth like alternating current.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 12, 2016, 10:03:11 pm
No, it would not, if a human made it.

A master dwarf can manage, though.
would it be possible to model such a block but with one bigger cogwheel so they could actually turn?

Sure, go ahead.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Pvt. Pirate on December 13, 2016, 04:00:30 pm
No, it would not, if a human made it.

A master dwarf can manage, though.
would it be possible to model such a block but with one bigger cogwheel so they could actually turn?

Sure, go ahead.
I suspected as much :D
I'm no good at 3D-modeling.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 21, 2016, 08:56:09 am
(http://i.imgur.com/aIPVCpN.jpg)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: mirrizin on December 21, 2016, 12:39:04 pm
The ground has eyes!!! :o
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Fleeting Frames on December 22, 2016, 03:02:27 am
Evil beach. I like how the sand covers the eyes, as long as it isn't sand in my eyes.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 22, 2016, 03:03:36 am
That's actually sandstone.

More pictures: http://imgur.com/a/9Wa6f
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bumber on December 22, 2016, 04:23:08 am
Should staring eyeballs really blend? It looks weird the way some of them are partially transparent.

Would it be possible to avoid blending eyeballs without too much work? (As long as they don't look terribly terrible, that is.)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 22, 2016, 04:49:49 am
It's all or nothing, and no blending at all looks pretty bad.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 23, 2016, 01:08:30 pm
(http://i.imgur.com/dooKqVG.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bumber on December 24, 2016, 05:32:05 am
What happens when you smooth the walls? Do they just turn into colored stone, or do they have a glassy effect?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on December 24, 2016, 05:52:35 am
I haven't done smoothed walls yet, but shininess is set per material, so it will be glassy.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on January 06, 2017, 01:48:05 pm
A recent survey that I did had a bunch of people asking me to add modding support to Armok Vision.

I've had Modding support since version 0.2, so here's a tutorial video on how to do it.

https://youtu.be/gWUghDaNYV4
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Scoops Novel on January 06, 2017, 04:32:46 pm
Mind sharing how them survey results look?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on January 07, 2017, 02:21:57 pm
(https://cloud.githubusercontent.com/assets/288477/21744480/7278e440-d53c-11e6-88ba-dd747f9b1aa6.png)

https://github.com/JapaMala/armok-vision/releases/tag/v0.15.0

New release!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Roses on January 07, 2017, 02:55:07 pm
Looking great!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on January 08, 2017, 09:26:28 am
Survey results are here:

https://docs.google.com/spreadsheets/d/1Ndob7X4XjbWs3tL5_SvYYpxUYNMSKaN9bw3_4Qp5JhQ/edit?usp=sharing
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Axetibe on January 08, 2017, 10:17:14 am
Hey Japa thank you so much for Armok Vision!

I'm currently working on an outside fort and I've built on more than 15 z-levels. It looks great with armok vision, except I can barely see half the thing at once! I can't "scroll" or "unzoom" to have a render of all my outside z-levels (I think I can only see 5 at the same time :( ) so to have an idea of what it looks like I have to take a large screenshot on Stonesense, which is not as good as AV.

So my question is: How can I have all the z-levels at the same time? Is there a way to take a large screenshot of the whole map?

Thank you
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Scoops Novel on January 08, 2017, 10:25:45 am
Averaging those results, people were most in favour of controlling Dwarf Fortress with a 7, followed by a 7 (rounded up) for general artwork, a slightly lower 7 (rounded up) for sprites and a 6 (rounded up) for 3d dwarves. Seems people are worried (or UTTERLY AMAZED) by the ambition on the latter.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on January 08, 2017, 10:38:15 am
Hey Japa thank you so much for Armok Vision!

I'm currently working on an outside fort and I've built on more than 15 z-levels. It looks great with armok vision, except I can barely see half the thing at once! I can't "scroll" or "unzoom" to have a render of all my outside z-levels (I think I can only see 5 at the same time :( ) so to have an idea of what it looks like I have to take a large screenshot on Stonesense, which is not as good as AV.

So my question is: How can I have all the z-levels at the same time? Is there a way to take a large screenshot of the whole map?

Thank you
Press escape to get an option menu.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Axetibe on January 08, 2017, 10:59:10 am
Hey Japa thank you so much for Armok Vision!

I'm currently working on an outside fort and I've built on more than 15 z-levels. It looks great with armok vision, except I can barely see half the thing at once! I can't "scroll" or "unzoom" to have a render of all my outside z-levels (I think I can only see 5 at the same time :( ) so to have an idea of what it looks like I have to take a large screenshot on Stonesense, which is not as good as AV.

So my question is: How can I have all the z-levels at the same time? Is there a way to take a large screenshot of the whole map?

Thank you
Press escape to get an option menu.

Thank you so much! Have a great day!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: oliverrook on January 31, 2017, 08:17:42 pm
So, while playing around with this, I've noticed that on occasion, Armok Vision fails to update certain blocks and items, leaving them rendered there until I close and reopen the program.
Also, another bug I noticed is that it flickers like mad when it's opened before the world is loaded in dwarf fortress.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on January 31, 2017, 10:33:09 pm
For the first problem, press f5 to refresh.

Second problem needs bug fixing.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: oliverrook on January 31, 2017, 10:52:27 pm
For the first problem, press f5 to refresh.

Second problem needs bug fixing.

I've pressed f5 a lot, only to have nothing happen.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on January 31, 2017, 11:05:21 pm
It doesn't happen instantly. You just have to press it once and it will gradually regenerate the whole map.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on February 01, 2017, 11:59:31 am
http://imgur.com/a/Hzf30

Creature graphics.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: PeridexisErrant on February 01, 2017, 06:07:59 pm
http://imgur.com/a/Hzf30

Creature graphics.
This looks even better than I was hoping for.  Wow!

Just a heads up, the next Armok Vision will be able to load dwarf fortress creature graphics packs directly. Whether or not to support that in the launcher is up to you.
How is this configured?  Can I point it at 'the current DF install' or specific graphics packs in LNP/Graphics?  Can it be changed at runtime?

The ideal for me would probably be a menu option in Armok Vision, because it's not clear to me what the best default would be and I'm not eager to add another configuration system to PyLNP.

Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on February 01, 2017, 10:17:22 pm
At the moment, any folder that's listed in StreaminAssets/index.txt is treated like a DF graphic raw directory, and is loaded as such.


If you have a suggestion as to how to handle it better, I'm all ears.

Currently, none of the tileset stuff can be changes at runtime.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: PeridexisErrant on February 02, 2017, 01:42:30 am
That sounds good, I'll just give it the relative path of the installed graphics.  I assume that will work?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on February 02, 2017, 01:44:56 am
It should, though I haven't tested it.

To make it simpler, I can make a separate index file just for pointing to graphics packs, that you can replace entirely with whatever you want.

By default, I'm packing GemSet with Armok vision.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on February 02, 2017, 06:40:18 am
(Which is handy since it's really high resolution, and a little 16x16 pixel set will look really chunky like this very neat thing you did.)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: CLA on February 02, 2017, 02:24:52 pm
Are the creatures shown to scale? Are there any plans to do so (maybe relative to each other)?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Roses on February 02, 2017, 02:42:50 pm
Loving it!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on February 02, 2017, 08:34:23 pm
Are the creatures shown to scale? Are there any plans to do so (maybe relative to each other)?
I think they are scaled by creature size unless you toggle it off, and CLA is now an option in AV too, awesome.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on February 02, 2017, 09:32:12 pm
They are
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Heretic on February 03, 2017, 12:54:26 pm
Love it so much!  Can you, please, make WIP build in next two days? 8)
I reaally need it for DF stream)
Thx))))
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on February 03, 2017, 12:56:52 pm
There's a wipe build on my patreon page.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on February 04, 2017, 02:43:21 am
(http://i.imgur.com/0G4NVCN.png)

Here's some demons and FBs
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on February 04, 2017, 06:30:22 am
Oh good, they're huge AND lacking faces since they're the placeholder tiles, just to add a little bit of extra creepy to the gigantic mantis monster looming over you, fucking wonderful.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: CLA on February 04, 2017, 07:00:06 am
(http://i.imgur.com/0G4NVCN.png)

Here's some demons and FBs
Oh my god. I was never a fan of multi-tile creatures, but this does look amazing.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: bluwolfie on February 12, 2017, 11:30:31 pm
PTW

This looks awesome.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on February 13, 2017, 01:43:21 pm
this looks incredible.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Roses on February 13, 2017, 01:54:44 pm
It is indeed looking great. Quick question, how does Armok Vision handle custom guis and such? For instance, if you use gui/gm-editor will that show up on Armok Vision?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on February 13, 2017, 02:05:37 pm
It doesn't treat it any differently than any other DF Ui, which is that it completely ignores it unless you turn on the crappy floating DF screen.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on February 13, 2017, 02:47:17 pm
*Crappy-but-still-kind-of-amazing floating DF screen.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: PeridexisErrant on February 17, 2017, 01:07:04 am
For anyone interested, here's my analysis of the survey results.  @Japa, I'm pretty sure that if you update the results on Google Docs this gist will update too :)

https://gist.github.com/PeridexisErrant/2b52457f8742bbf816391c4fda371755
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on February 17, 2017, 01:38:36 am
Neat!

As far as I know, the online spreadsheet file automatically updates, but there's difference between the gist and the google docs.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: PeridexisErrant on February 17, 2017, 09:36:30 pm
Ah, sadly it looks like they calculate once and cache the results :(
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: callisto8413 on February 27, 2017, 12:28:08 am
Could you make a video on the steps needed to install Armok Vision into the latest version of DF (0.43.05)?   
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on February 27, 2017, 12:45:39 am
Just install the latest beta of dfhack and run Armok Vision
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on February 27, 2017, 01:43:26 am
Oh yeah, reminded me of a comment in dfg the other day (been sick, not sure if it was yesterday or what) but is there a way to have hidden items be hidden in AV and it's just not obvious where the setting is (or too obvious and it's the first page of the interface options or something) or have you dealt with that at all?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on February 27, 2017, 01:44:31 am
That's pretty doable. I hadn't considered doing it, but it should be easy.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on February 27, 2017, 01:55:51 am
Oh good, I couldn't remember if I had tried av since you got the items displayed and missed seeing it or whatnot, thank you for all you do.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on February 27, 2017, 09:04:38 am
https://www.stomt.com/armok-vision
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on February 27, 2017, 01:19:02 pm
v0.16.0 is out!

https://github.com/JapaMala/armok-vision/releases/tag/v0.16.0
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on February 27, 2017, 03:15:22 pm
Woohoo! Thanks Japa!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on March 06, 2017, 12:38:09 pm
And now, just days later, 0.16.1 is out instead.

http://imgur.com/gallery/ZgtEi

https://github.com/JapaMala/armok-vision/releases/tag/v0.16.1
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on March 06, 2017, 01:08:52 pm
Bastards voting it down in usersub!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on March 12, 2017, 01:04:10 pm
0.16.2

(http://i.imgur.com/JxbnAsp.jpg)

http://imgur.com/a/kJyLj

https://github.com/JapaMala/armok-vision/releases/tag/v0.16.2

No more radioactive dwarfs!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Roses on March 13, 2017, 12:40:30 pm
As much as I hate facebook, I do really wish I had a like button on these forums...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on March 13, 2017, 12:42:30 pm
There's a reddit post you can upvote if you wish?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on March 13, 2017, 03:23:21 pm
Reddit is worse than bookface.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on March 14, 2017, 05:21:12 pm
Social media is the actual devil.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: milo christiansen on March 14, 2017, 05:33:34 pm
Just dropped in to see how AV is shaping up, and WOW it is impressive compared to what it was last time I looked!

I think it is safe to say that there has never been a visualizer that does a job this good.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Pkassad on March 15, 2017, 04:08:05 pm
Whenever I load Armok Vision it connects to my DF but it refuses to get rid of the keyboard HUD blocking the whole screen... How do I make it go away?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on March 15, 2017, 05:40:38 pm
F1 toggles it.

Also 0.16.2 takes it away automatically.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on March 17, 2017, 11:04:36 pm
I've fixed the problem that was crashing DF whenever Armok Vision connected on Linux. The next DFHack version should work properly.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on March 29, 2017, 11:43:38 pm
I've made an armok vision discord server. It's here: https://discord.gg/rMpYGHy
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on March 30, 2017, 05:47:26 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: UristMcTruman on March 30, 2017, 09:35:01 am
Oh god. This is hilarious on so many levels. By the way, what about quantum piles?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on March 30, 2017, 12:22:34 pm
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on March 30, 2017, 01:06:22 pm
Those tower ones, I was looking at them and seeing "column, pillar, tree... OH FUCK IT'S JUNK, BAHAHAHA!"
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Vattic on March 30, 2017, 06:47:38 pm
That is awesome. Will make the treasure vaults I like to build look appropriately full.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: SOLDIER First on March 30, 2017, 09:51:05 pm
PTW
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on March 31, 2017, 11:22:12 am
So, remember that discussion about analytics way back when?

Well, I'm doing it. (With some help)

It will be opt-in, and will collect a small set of anonymous info, just so I get an idea of how many people use Armok Vision, and what OS, etc.

Before I put it into the main program, though, we've made a small test-app to make sure everything works right.

So I'd like to ask whoever wants to to download this app, and run it once. No need to do anything else. This will give us some initial data to look at.


[LINK GONE]

I'll leave the link up for a day or so. Don't need it more than that.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Raul on March 31, 2017, 12:31:24 pm
So I'd like to ask whoever wants to to download this app, and run it once. No need to do anything else. This will give us some initial data to look at.

The app is here:
https://www.dropbox.com/s/j3dwrz7qsvmq9hd/Av%20Analytics%20Test.zip?dl=0

I'll leave the link up for a day or so. Don't need it more than that.
Is it supposed to just show this and not do anything else?
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on March 31, 2017, 12:38:25 pm
Yes. All it does is report a few stats to Google and nothing else.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on April 03, 2017, 01:34:22 am
Okay, so I'll be making some changes how I handle modding support in the future. Here's a blog post about it:

https://www.patreon.com/posts/8674050
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on April 04, 2017, 12:12:20 pm
(http://i.imgur.com/xWTn2oa.png)

Each part of the well is the color taken from its respective component.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on April 06, 2017, 12:52:18 pm
(https://i.imgur.com/hUUbmgI.gif)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on April 06, 2017, 06:19:27 pm
Ok Mr. Wizard, do it with a column of clutter tottering nearby!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on April 07, 2017, 02:36:39 pm
Wowwwwww I am super impressed.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: vanatteveldt on April 09, 2017, 07:50:44 am
This looks really cool!

I tried running it on linux, but all I get is a blue screen (after the "made with unity" splash). Terminal gives no obvious error:

$ ./Armok\ Vision.x86_64
Set current directory to /home/wva/Downloads/armok
Found path: /home/wva/Downloads/armok/Armok Vision.x86_64
Mono path[0] = '/home/wva/Downloads/armok/Armok Vision_Data/Managed'
Mono path[1] = '/home/wva/Downloads/armok/Armok Vision_Data/Mono'
Mono config path = '/home/wva/Downloads/armok/Armok Vision_Data/Mono/etc'
displaymanager : xrandr version warning. 1.5
client has 3 screens
displaymanager screen (0)(eDP-1): 1680 x 1050
displaymanager screen (1)(DP-1): 1680 x 1050
Using libudev for joystick management


Importing game controller configs


I run .43.05 with dfhack. I just downloaded the latest vision release for linux, unzipped it, and made the main file executable.

 I had df running, then started armok vision, and just to be sure I quit and restarted df while armok vision was running, but nothing changes on the vision screen or on the terminal.

This is ubuntu 16.10 on a dell xps 13 laptop... any clue what is wrong?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on April 09, 2017, 07:57:36 am
What's in ~/.config/unity3d/GopalGraphics/Armok Vision /Player.log?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: vanatteveldt on April 09, 2017, 08:57:11 am
See below. In case it's relevant, I'm using a tiling window manager (i3), I know that sometimes causes trouble with programs not understanding why they're being forced into a certain size. I've tried in windowed mode and without.

In case it's relevant, on startup the screen is the grey background of the unity splash, then when I switch to df and back it becomes BSOD blue.

Spoiler: Player log (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on April 09, 2017, 09:20:17 am
XError: GLXBadFBConfig (error 178, opcode 155/34, serial 57, XID 04000002, display 0x3694cc0 could be it? I'm not sure.

Are there updated drivers available for your card, and/or updated mesa GL?

Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Simons_Mith on May 02, 2017, 12:11:37 pm
I'm trying Armok Vision with DFHack 0.43.05-beta-2 on Mac OS 10.9.5

The Armok Vision app pops up for an instant when I try to run it, then vanishes again.

Is this app combination expected to work at the moment?

If yes I'd like to help troubleshoot.
If no, I'm happy to wait until after dfhack 43.05 is officially out.

Where's the Armok player log file on a Mac?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on May 02, 2017, 06:23:39 pm
It's supposed to work, but I have no Mac to test things on

The logs are located at ~/Library/Logs/Unity/Player.log
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on May 06, 2017, 08:58:16 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on May 22, 2017, 05:59:50 am
(http://i.imgur.com/ePjLgR0.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Urist McVoyager on May 23, 2017, 08:48:00 pm
You're doing badass work Japa. Keep it up!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on May 24, 2017, 11:07:51 am
https://youtu.be/Yjb9f677jpc
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Roses on May 24, 2017, 03:42:34 pm
This is actually making me really want to get around to polishing my mod and releasing it with Armok Vision in mind.

Question: How does combat look? I know I'm not expecting any animations or anything like that, but do things like projectiles show up? Is it typically just a couple sprites humping each other? What about [blood] splatters?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: krisslanza on May 24, 2017, 07:57:51 pm
So this utility is the like, coolest thing I've seen in a long time. Keep it up.
Being able to go first person and wander my little settlement was amazing. Couldn't figure out how to use the stairs but still, it was so cool!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on May 24, 2017, 08:35:04 pm
Combat in AV is just the sprites huddling near each other, with blood splatters.

I hope to have arrows later, but I need to redo items display first, because the way they're done now is really slow.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on May 26, 2017, 12:05:17 pm
(http://i.imgur.com/1Fjgwnu.gif)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Scoops Novel on May 26, 2017, 01:20:33 pm
Balling
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Urist McVoyager on May 27, 2017, 12:41:41 am
So working water wheels will spin for us soon, I take it?

Yeah, I need to get Hack installed so I can run this.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on May 27, 2017, 12:45:43 am
Yes, working water wheels will soon spin for us, though they may not necessarily spin in the right direction, because I'm lazy.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Greiger on May 28, 2017, 07:57:01 pm
Don't worry Japa, you are still awesome.   All you need to do to hide it is just never show water flowing the right way. :D

Every coding project needs it's "Why the !@#$ did they code it that way" object. This could be yours.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Urist McVoyager on May 29, 2017, 12:46:37 am
Eh, let the water move either way. Right or wrong. Even if people see the wheel moving wrong, we can just say "throw it in!"
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on June 01, 2017, 12:33:31 pm
http://imgur.com/a/b9lKO

Minecart tracks and machinery.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Roses on June 01, 2017, 01:40:19 pm
Combat in AV is just the sprites huddling near each other, with blood splatters.

I hope to have arrows later, but I need to redo items display first, because the way they're done now is really slow.

Blood splatters is still more than I expected. What happens if two units are on top of eachother?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Urist McVoyager on June 08, 2017, 08:28:35 am
Okay, just did my first session with the current version. That is fucking sick in a great way. I got to control the designation part of the game right in 3D! Badass! Keep up the great work Japa. Can't wait until I can run the game fully in the background and set everything up from within the viewer.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on June 08, 2017, 10:38:53 am
Combat in AV is just the sprites huddling near each other, with blood splatters.

I hope to have arrows later, but I need to redo items display first, because the way they're done now is really slow.

Blood splatters is still more than I expected. What happens if two units are on top of eachother?

The unit lying down is shown flat on the ground.
Okay, just did my first session with the current version. That is fucking sick in a great way. I got to control the designation part of the game right in 3D! Badass! Keep up the great work Japa. Can't wait until I can run the game fully in the background and set everything up from within the viewer.

Thanks!

I don't know how much control will be available any time soon, but I'm changing things around behind the scenes that will make it easier later to, for example, set workshop orders.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Urist McVoyager on June 08, 2017, 08:53:20 pm
I'm still a fan and I'm not going anywhere anytime soon. I can wait.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on June 14, 2017, 01:56:06 pm
http://imgur.com/a/br9Kd

Minimaps.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on June 19, 2017, 08:07:06 am
Bah, Windows died on my computer, and I ended up doing a full reinstall. It will be a few days before I have things up and running again for development.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on June 23, 2017, 02:34:10 am
(http://i.imgur.com/5y6WAxV.png)

Selection highlights
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on July 08, 2017, 01:49:28 pm
https://github.com/JapaMala/armok-vision/releases/tag/v0.17.0

New Version! New buildings! A minimap!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bearskie on July 16, 2017, 10:45:15 pm
Neat work as always, Japa.

How would I go around loading a 40.24 fortress like Constructivory in the latest Armok Vision? Is there an old remotefortressreader for backwards compatibility, or do I have to upgrade the save to 43.05?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on July 16, 2017, 10:53:41 pm
40.24 saves can load in 43.05 DF perfectly fine, so that's the recommended way to see it in Armok Vision.

I can make a version of the required plugins pretty easily, but they won't necessarily have the full feature set of the latest DF plugin.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bearskie on July 17, 2017, 12:11:25 am
Alright, thanks Japa. Thoughts on implementing cave-in dust?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on July 17, 2017, 12:14:47 am
It's one of the things I'll have to do eventually, but I'm not sure how I'll do it yet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: grubert on July 17, 2017, 01:07:15 am
It's one of the things I'll have to do eventually, but I'm not sure how I'll do it yet.
I'd probably suggest particles. They scale well (can do a tile wide or an obscure shape), have numerous applications (fire, dust, polish), and performance is easily tweaked. 
There's also a million ways to implement it within unity. 
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: RocheLimit on July 27, 2017, 08:37:00 pm
I was wondering if it were possible for a future Armok Vision to render gem windows as they appear in game, flashing the color of the gems used to build it, instead of a flat, semi-transparent color.  It would be a neat effect if seen in 3d.

Spoiler (click to show/hide)
-PeridexisErrant's Starter Pack 0.43.05-r07 using packaged Armok Vision.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on July 27, 2017, 09:12:50 pm
I'm actually working on gem windows right now.

They won't be animated, though. They will just show all three gem colors.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on July 27, 2017, 11:04:32 pm
Spoiler: Gem Windows (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: CLA on July 29, 2017, 11:39:51 am
Is the minimap generated from the 3D models (with a top down camera for example) or separately (say, by assigning a colored pixel per tile)?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on July 29, 2017, 11:46:03 am
From the models. It's just another camera.

You can even save a higher resolution version of it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 02, 2017, 09:56:10 am
Spoiler: Muddy glass logs? (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on August 02, 2017, 01:48:44 pm
Spoiler: Muddy glass logs? (click to show/hide)

(https://bensbitterblog.files.wordpress.com/2016/08/indianajones.gif)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 05, 2017, 09:19:46 am
https://github.com/JapaMala/armok-vision/releases/tag/v0.17.1

Proper post:

https://www.patreon.com/posts/13682197

Have fun!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 08, 2017, 08:43:23 am
(http://i.imgur.com/BUhkj14.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Scoops Novel on August 08, 2017, 10:36:52 am
Oh baby.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on August 08, 2017, 12:37:59 pm
Matrix dwarf is ready to fight the machines.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: easykiln on August 12, 2017, 06:55:19 pm
That's gonna take a lot of arting... enough that it feels like if you're going to do it, may as well go all the way and do it with 3d models, though this is cool with 2d tilesets.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 12, 2017, 09:40:15 pm
That's gonna take a lot of arting... enough that it feels like if you're going to do it, may as well go all the way and do it with 3d models, though this is cool with 2d tilesets.

Take a close look at stonesense next time you're plying DF.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: zeves on August 13, 2017, 07:13:59 pm
Hi so a friend wanted to try dwarf fortress out, unfortunately hees one of thoose that need some graphics, and i noticed the claim that you could play dwarf fortress on this utility now, so i tested it out, it does seem to work but i was wondering how do you actually get acess to the different things in dwarf fortress, or is it just what i see a really basic dig tunnel etc and thats all for now?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 13, 2017, 08:06:03 pm
It's really basic digging right now.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 15, 2017, 09:22:53 pm
(http://i.imgur.com/NDGxir1.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Pvt. Pirate on August 16, 2017, 03:35:56 am
so you're making progress in rendering dorfs according to their actual body features? :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 16, 2017, 03:37:45 am
Yup.

Just color variation currently, but I'm working on equipment and hairstyles.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on August 16, 2017, 12:43:00 pm
The real question is if I make one dwarf 5x the size of the others will he actually look that tall in AV? Because that would be 100% hilarious.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 16, 2017, 12:43:46 pm
Yes.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Urist McVoyager on August 16, 2017, 05:44:16 pm
Holy shit. I bow to the master for sure. Keep up the great work!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 18, 2017, 11:40:45 pm
(http://i.imgur.com/uY9t8Mj.png)

Beard and hair styles are now properly applied.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: vvAve on August 19, 2017, 05:59:52 am
(http://i.imgur.com/c3AlBqf.jpg)
Looks fun.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on August 19, 2017, 02:07:36 pm
The one on the bottom has this "Man not this again" look.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Urist McVoyager on August 19, 2017, 09:06:49 pm
I'm definitely keeping an eye on this, but I don't think I want to use it until the control scheme gets fleshed out. I can handle switching between them to handle the full-screen menu stuff, but for the parts that only change the little menu tab it gets annoying for me because of the frequency of those switches.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: MobRules on August 23, 2017, 08:49:58 am
Apologies if my search-fu failed me and this has already been asked/answered, but is there a way to set the path of the config file (in linux)? Currently, it goes to ~/Armok\ Vision/Config.json, but if possible, I'd like to move to the more standard location on my set-up, ~/.config/<whatever>, (instead of having a non-hidden config file/folder at the top level of home.) No biggie, just curious if it's possible and I just couldn't find the setting.

BTW, thank you for writing this tool!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 23, 2017, 10:46:48 am
Not possible right now, sorry.

Though it's not just config, it's screenshots also.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: MobRules on August 23, 2017, 11:17:45 am
Not possible right now, sorry.

Though it's not just config, it's screenshots also.

cool. Thanks for the quick reply :).
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 25, 2017, 01:41:08 pm
Spoiler: How to make a Troll (click to show/hide)

On a more serious note, I need help with drawing creatures. There's a lot of them.

If you want to give a try, post here:

http://www.bay12forums.com/smf/index.php?topic=165315
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Pvt. Pirate on August 25, 2017, 05:47:36 pm
i hope that thought is not too strange, but why are they sexless when naked? i dont want to turn this into a sex-game, but it disturbs me to see supposedly naked creatures that don't have any such features.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on August 25, 2017, 06:47:43 pm
Probably so that Toady/Japa don't get angry calls from pre-teen parents' lawyers. Also, not to be blunt but why would anyone need that.

._.

Additionally, vanilla DF features no genitals. That is exactly how they are described in their raw files.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bumber on August 25, 2017, 07:10:14 pm
Additionally, vanilla DF features no genitals. That is exactly how they are described in their raw files.
Geldables.

I think the females of certain humanoids should at least have somewhat larger breasts.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on August 25, 2017, 08:44:24 pm
Additionally, vanilla DF features no genitals. That is exactly how they are described in their raw files.
Geldables.

I think the females of certain humanoids should at least have somewhat larger breasts.

They are gelded by getting stabbed in the lower body. They have no defined sexual organs. In theory gelding occurs by poking a creature in the tummy until the desired effect is achieved.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 25, 2017, 10:20:57 pm
To be frank, the real reason is because that's how the artist drew them. I have no real opinion one way or another on the topic.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Pvt. Pirate on August 26, 2017, 08:01:18 am
i might have been drunk yesterday and in my subconscious it disturbed me - maybe because it's unnatural to not have any sexual organs - except if you're a warhammer 40k Orc.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 26, 2017, 08:04:49 am
It's unneeded detail.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Urist McVoyager on August 26, 2017, 10:46:47 pm
Not worth it. It's like the first Slaves to Armok game. That one crumbled under the weight of adding too much detail to things like hair, and not enough to the gameplay.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 27, 2017, 08:15:54 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bearskie on August 27, 2017, 11:18:18 am
Well. You can add artist to your ever-growing list of qualifications it seems.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Urist McVoyager on August 27, 2017, 07:15:44 pm
Walrus! Without the tusks it seems, but I can still see a pack of walruses!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 27, 2017, 09:33:53 pm
They're elephant seals.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Urist McVoyager on August 28, 2017, 06:33:03 am
That makes the lack of tusks make sense. Thank you for the clarification.

Other than size, the differences between elephant seals and walruses are the noses and lack of tusks.To a casual observer at least. Obviously someone more intent would have picked it up earlier. I just didn't think of elephant seal.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bearskie on August 29, 2017, 04:45:03 am

Hi Japa. Is there any way to activate this setting? I have, like, a bunch of blocks and corpses I need to render. All 35000 of them.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 29, 2017, 04:47:27 am
It's currently disabled until I get the items to render without being huge resource hogs.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on August 31, 2017, 12:58:52 pm
The whole "ah yes, a walrus" then "...they're elephant seals" bit plus the derpy-zoidberg initial impression I got started a gigglefest.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 31, 2017, 01:03:45 pm
(http://i.imgur.com/vuTW9VQ.png)

I made a leopard seal man.

The top half of the body is compatible with dwarf clothing, but the head and lower body will need custom clothing sprites.

Spoiler: Ingame (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Timeless Bob on August 31, 2017, 07:52:31 pm
Or you could just render the bottom half transparent and just have the visualizer "assume" there's the items on it.  Kind of like how a chain mail bikini grants a female hero more protection than plate mail in some games - the rest of the armor is there, it's just in "hammerspace".
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Urist McVoyager on August 31, 2017, 10:39:45 pm
Are you sure a leopard seal man would be bigger than a dwarf?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on August 31, 2017, 11:01:04 pm
Real leopard seal men might be smaller, but Dwarf Fortress takes some liberties with the size and makes them bigger.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Shonai_Dweller on September 01, 2017, 05:20:52 am
Real leopard seal men might be smaller, but Dwarf Fortress takes some liberties with the size and makes them bigger.
My best mate is a leopard seal man, and he's at least twice as tall as the dwarves round these parts.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Max™ on September 01, 2017, 06:25:41 pm
Leopard Seals are big (https://www.youtube.com/watch?v=NXTkOs-wg2E), and that dwarf has an amazing "I am so done with this shit" look.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dunamisdeos on September 01, 2017, 07:21:56 pm
That photo of two giant nonchalant leopard seal men and one completely uninterested surly >PANTLESS< dwarf is the stuff that the internet is made of
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Urist McVoyager on September 01, 2017, 08:20:55 pm
Leopard Seals are big (https://www.youtube.com/watch?v=NXTkOs-wg2E), and that dwarf has an amazing "I am so done with this shit" look.

I stand corrected. Big seals.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dorsidwarf on September 07, 2017, 04:10:12 pm
When I boot this program up I just get an empty screen filled with stars. Pressing the F[numeral] keys doesnt do anything either
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on September 07, 2017, 10:14:20 pm
Any red errors messages? What OS?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dorsidwarf on September 08, 2017, 08:45:46 am
(http://puu.sh/xuxmK/2fc5a3b543.jpg)
this is the entire sum of what I get (win10)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on September 08, 2017, 09:22:55 am
What error messages did you get?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dorsidwarf on September 08, 2017, 02:01:49 pm
None. Turns out I was using it wrong.

Now I'm getting freezes/crashes while loading with the last thing it says before locking up being "Updating Material manager" though
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on September 08, 2017, 03:10:48 pm
The freeze is normal, but it shouldn't crash at that point.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dorsidwarf on September 09, 2017, 03:38:19 am
The freeze is normal, but it shouldn't crash at that point.

if i leave it long enough at "updating material manager" will it eventually come back and start workins?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on September 09, 2017, 03:41:26 am
Should, yes.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Dorsidwarf on September 09, 2017, 07:19:28 am
It now works!

It crashes DF every time i launch it so theres no interactivity but I can totally look at my fort now, thanks!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: runetrantor on September 13, 2017, 02:27:19 pm
Is there any way to render the whole embark zone vertically?
I am making an above ground build that is rather tall and its hard to visualize it all.

I figured out how to expand the range, but it only shows down from the level I am in, using the Q and E keys I think.

Can I make them render when they are above me too? Or its only 'down from your PoV' style?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on September 13, 2017, 03:13:24 pm
It's down from your pov unless you zoom all the way in.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bearskie on September 19, 2017, 09:05:08 am
So, I've cloned the git repository to poke around and shit. Opened the project in unity, loaded the Map Mode scene, all I'm getting is:

Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
ContentLoader+<LoadAssets>c__Iterator0.MoveNext () (at Assets/MapGen/ContentLoader.cs:309)
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
ContentLoader:Initialize() (at Assets/MapGen/ContentLoader.cs:299)
DFConnection:Init() (at Assets/MapGen/DFConnection.cs:535)
DFConnection:CheckPlugin() (at Assets/MapGen/DFConnection.cs:633)
DFConnection:Connect() (at Assets/MapGen/DFConnection.cs:441)
DFConnection:Start() (at Assets/MapGen/DFConnection.cs:786)

Well, I wouldn't have thought it would be easy. Help a noob out?

Using the latest Starter Pack with DFhack 43.05-r2, but with the RemoteFortressReader.dll included in the git repository ReleaseFiles (since the Starter Pack only had AV for v0.17.0). DFhack console is blaring Warning: Plugin RemoteFortressReader compiled for DFhack 0.43.05-r2-3-g8ae7a123, running DFhack 0.43.05-r2-0-g48a61420, but not sure how much that matters.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on September 19, 2017, 11:20:24 am
I'm not at a computer at the moment, but if you attach vs to Unity and put a line where it errors, it'll tell you which variable is null.

Could you paste the line it's breaking at?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: easykiln on September 19, 2017, 11:56:50 am
The white is fur patterning, not skin, so... just has random human hair scruff of a different colour mixed in?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on September 19, 2017, 10:46:04 pm
The white is fur patterning, not skin, so... just has random human hair scruff of a different colour mixed in?

Huh?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bearskie on September 20, 2017, 07:20:33 am
Code: [Select]
IEnumerator LoadAssets()
    {
        System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch();
        watch.Start();
        if(GameMap.Instance != null)
            GameMap.Instance.ShowHelp();
        PatternTextureArray = Resources.Load<Texture2DArray>("patternTextures");
BREAK>>>PatternTextureDepth = PatternTextureArray.depth;
        ShapeTextureArray = Resources.Load<Texture2DArray>("shapeTextures");
        ShapeTextureDepth = ShapeTextureArray.depth;
        PopulateMatDefinitions();

Ran the debugger, NullReferenceExceptions at DefaultShapeTexTransform and DefaultSpecialTexTransform.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on September 20, 2017, 07:45:16 am
Oooohhh.....

There's a "My Tools/Generate Textures" menu item, or similar. You need to run that first before you build or run. The build menu items run that step automatically.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bearskie on September 20, 2017, 09:13:18 am
And it works. :) Thank you.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on September 28, 2017, 08:46:59 am
So I'm thinking of starting a new version of this, using an entirely different approach, that will work on remote computers, and hopefully be a lot faster.

We'll see how it turns out.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Bearskie on September 30, 2017, 04:24:19 am
Huh. Will it work similar to mifki's viewer, in that a static shot of the fortress is sent to a remote server to be rendered?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on September 30, 2017, 04:44:03 am
If I figure out how to do it, it will be like mifki's ios remote player.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: mifki on September 30, 2017, 05:33:12 pm
If I figure out how to do it, it will be like mifki's ios remote player.

Doesn't Unity have some sort of browser component to implement UI in HTML?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on September 30, 2017, 08:23:53 pm
If I figure out how to do it, it will be like mifki's ios remote player.

Doesn't Unity have some sort of browser component to implement UI in HTML?

No, not at all.

Even if it did, not sure how coding a UI in HTML would help with network communication.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: mifki on September 30, 2017, 09:06:27 pm
If I figure out how to do it, it will be like mifki's ios remote player.

Doesn't Unity have some sort of browser component to implement UI in HTML?

No, not at all.

Even if it did, not sure how coding a UI in HTML would help with network communication.

Oh I thought you were talking about reimplementing game UI as well.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: funkydwarf on September 30, 2017, 09:18:04 pm
Still planning on unity?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on September 30, 2017, 09:28:20 pm
Yes, still Unity.

But this hinges on me being able to figure out networking. Which is hard.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: funkydwarf on October 01, 2017, 04:41:36 am
yeah, sound like a crazy load of extra variables to deal with, not in the codeing sense, but alot more of those too! I guess you can use your assets and recycle some of your work. I hope!  You could call it "Armok's O.B.E."    or Armoks Out of Body Experience!     
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on October 01, 2017, 04:44:06 am
Yeah, AV and remotefortressreader both depend on the assumption that I'd be able to keep an entire fortress in memory at once, which isn't possible on mobile.

Armok Vision uses more memory than I have in total on my phone.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Sabrewulf on October 05, 2017, 01:24:12 pm
Anyway to config it more light for cpu? I want just visualize the context of my situations cleary.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
Post by: Rose on October 05, 2017, 01:28:42 pm
It's pretty terrible right now, yes.

I'm starting work on a lite version, but it won't look remotely the same.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on October 29, 2017, 08:37:50 am
New version released!

Get it from here: https://github.com/JapaMala/armok-vision/releases/tag/v0.18.0

Enjoy.

Report any bugs on discord:

https://discord.gg/rMpYGHy
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Bearskie on October 31, 2017, 12:37:22 am
Neat. I'm going to miss my little Gemset dwarves though.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on October 31, 2017, 01:05:30 am
If there's a desire, I can probably add a toggle.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on November 05, 2017, 06:56:39 am
(https://i.imgur.com/i4Oe8dx.gif)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Nagidal on November 05, 2017, 06:28:00 pm
What in the Universe is that? Did you catapult your dwarves? Does this mean AV can not track the movement of dwarves in real time and interpolate between turns?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on November 05, 2017, 07:40:07 pm
Projectiles, including thrown dwarfs, have positioning using an accuracy of 100000th of a tile. I'm reading that.

I'm also using the move timers of dwarfs to interpolate between their current positions and destinations, though that's a little buggy, because they commonly change destination at the last second, if somebody is standing in the tile, which I can't predict.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Dunamisdeos on November 06, 2017, 09:39:04 pm
I want to see a Bronze Colossus slap someone across an arena, please.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on December 06, 2017, 11:38:37 am
(https://i.imgur.com/AP594U5.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Bearskie on December 07, 2017, 09:38:27 am
Naise. Are those for equipped or on-the-floor weapons?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on December 07, 2017, 09:39:44 am
por ques no dos?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Eligiblefoot on December 08, 2017, 07:36:15 pm
Really looking forward to an update. I love designing my fortresses around the fact that I can look at it in 3D!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Dunamisdeos on December 08, 2017, 08:05:56 pm
Super neat
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Urist McVoyager on December 11, 2017, 06:41:15 pm
Keeping my eyes on this one. I've always loved this ever since I first started using it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: jseph1234 on December 23, 2017, 11:35:08 am
Hi Japa,

Using Armok Vision 17 and I can't seem to get the Dwarf Fortress to the right size so I can see the text.  I can either zoom in all of the way but it blocks most of the Armok Vision or I can Zoom out a bit but I can't read the DF screen well.

I am using a 40 inch Plasma HDTV as a monitor.

Here it DF screen is too small to read:


https://imgur.com/a/n2PoO (https://imgur.com/a/n2PoO)

Here's where the DF screen is too big, Zoomed in all the way:


https://imgur.com/a/eke6h (https://imgur.com/a/eke6h)

I have tried changing the Armok Vision resolution up to maximum and down to 1280 x 720 but it does make a difference.  I have also tried zooming in and out separately on the Dwarf Fortress screen and that  doesn't change it all.

Please help if you can and Thanks for the great work.  ALMOST there to playing Dwarf Fortress Adventure Mode Armok Vision all of the time.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on December 23, 2017, 12:23:11 pm
I'm actually slowly working on getting that screen entirely redundant, so I won't be improving it much if at all.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: jseph1234 on December 23, 2017, 01:01:37 pm
I'm actually slowly working on getting that screen entirely redundant, so I won't be improving it much if at all.

Ok...Redundant in that we won't have to have it(DF screen) in front of us because you will make that information available on the Unity screen?   That would be GREAT!!  (and I saw what you are doing with weapons on Reddit, GREAT WORK Japa!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on December 23, 2017, 01:04:01 pm
Yes.

Dialog, etc, is already partially there, but movement is something I plan on working on next.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: jseph1234 on December 23, 2017, 01:13:12 pm
Yes.

Dialog, etc, is already partially there, but movement is something I plan on working on next.

That's EXCELLENT!! Thanks Japa and Happy Holidays!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on December 24, 2017, 10:06:19 am
https://youtu.be/pzTJsza5AMg

Here's basic movement.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: jseph1234 on December 24, 2017, 10:10:26 am
https://youtu.be/pzTJsza5AMg

Here's basic movement.
Thanks Japa... I am able to do that now with your current version and loved how it brought the world of Dwarf Fortress to life....looking forward to more and Merry Christmas to you and your family!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on December 24, 2017, 10:18:05 am
This new method has some advantages over the mirrored screen, but also some disadvantages.

The disadvantage is that the keys don't necessarily match DF, if that's what you're used to.

The advantage is that all directions are relative to your view in Armok Vision.

Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: jseph1234 on December 24, 2017, 10:21:27 am
This new method has some advantages over the mirrored screen, but also some disadvantages.

The disadvantage is that the keys don't necessarily match DF, if that's what you're used to.

The advantage is that all directions are relative to your view in Armok Vision.


I understand and that's cool.  You have all of Dwarf Fortress information on the screen which is GREAT!!

And yeah, that dwarf looks dead..haha :-D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Bumber on December 24, 2017, 04:04:05 pm
And yeah, that dwarf looks dead..haha :-D
Looks ready to join the skeleton war.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: jseph1234 on December 24, 2017, 06:11:47 pm
And yeah, that dwarf looks dead..haha :-D
Looks ready to join the skeleton war.
:)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on December 25, 2017, 01:43:52 pm
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: jseph1234 on December 25, 2017, 01:45:59 pm
Are those direction arrows pointing which areas you can climb?  (Wasn't quite understanding what I was seeing)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on December 25, 2017, 02:02:19 pm
They're weirdly textured spheres, but blue are the given options where you can climb to, and yellow are the given options where you can hold on.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: jseph1234 on December 25, 2017, 02:03:42 pm
They're weirdly textured spheres, but blue are the given options where you can climb to, and yellow are the given options where you can hold on.

That's Great!  Will make climbing A LOT more visual.  Nice work Japa
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on December 26, 2017, 12:02:27 pm
https://youtu.be/PneVh7GAqCw

Here's a demonstration.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: jseph1234 on December 26, 2017, 12:19:13 pm
https://youtu.be/PneVh7GAqCw

Here's a demonstration.
Looking good Japa! Thanks for update.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Dunamisdeos on December 27, 2017, 09:09:49 pm
That naked Fabio-looking motherhubbard in the bushes is creeping me right the flip out.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Halnoth on December 29, 2017, 05:40:12 pm
Hello Japa! As always, excellent work, I really enjoy Armok Vision. In particular, I like the first person feature. It is fun to walk around my fortress!

I had a couple of questions,

1. Is it possible to make hatch covers passable like doors in first person mode? It isn't that big of a deal since I can just not use hatch covers, but if it is an easy fix, then I would appreciate being able to go through hatch covers in first person mode.

2. Are smoothed/engraved walls planned for a future release? I understand that the engravings might be difficult  but it would be neat to see a difference in walls when entering more refined portions of the fortress.

Thank you for your time in reading this, I appreciate any response you can provide.

~Halnoth
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on December 29, 2017, 11:13:28 pm
Engraved walls are planned, yes.

Also I'll fix hatch covers.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on December 31, 2017, 04:06:04 am
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on January 07, 2018, 02:41:12 am
Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: jecowa on January 07, 2018, 01:15:33 pm
Spoiler (click to show/hide)

looks like pedestals are coming. :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on January 20, 2018, 01:58:20 am

Utharinir, "The First Decline", a amethyst armor stand
This is a amethyst armor stand.  All craftsdwarfship is of the highest quality.  It is encrusted with pear cut turquoises and encircled with bands of baguette cut sards.  This object menaces with spikes of amethyst.

(https://cdn.discordapp.com/attachments/296866357709111298/404111101563764756/unknown.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Pvt. Pirate on January 20, 2018, 05:47:24 am
so now you're adding the procedurally created designs to the 3d world?
how will you make encrusted pictures visible?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on January 20, 2018, 07:36:49 am
Pictures are going to be tricky, but I have an idea how I will do them.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: CharonM72 on January 21, 2018, 12:48:00 am
Utharinir, "The First Decline", a amethyst armor stand
This is a amethyst armor stand.  All craftsdwarfship is of the highest quality.  It is encrusted with pear cut turquoises and encircled with bands of baguette cut sards.  This object menaces with spikes of amethyst.


Holy crap
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Max™ on January 22, 2018, 07:02:33 pm
https://youtu.be/PneVh7GAqCw

Here's a demonstration.
Kinda reminds me of the toribash style, feels like the green "you can grip here" spheres might make more sense as hemispheres or whatnot and turned into a sphere when confirmed, maybe a ground oriented hemisphere for moving to a surface?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: MaximumZero on January 23, 2018, 11:08:44 pm
Good to see that this is still going strong.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on January 23, 2018, 11:18:39 pm
Good to see that this is still going strong.
And good to see you're still around.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 03, 2018, 05:15:20 pm
Artifacts, etc. (https://www.patreon.com/posts/16778294)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Bearskie on February 04, 2018, 12:27:23 am
Was always curious to see how certain... bizarre artifact combinations would look like. Time to find out I guess.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Evaris on February 04, 2018, 04:55:52 am
So, I've just got this gaping hole in the ground when i try to run Armok Vision, what's up with that? 
(https://imgur.com/j9apqZl)
https://i.imgur.com/j9apqZl.png
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 04, 2018, 05:02:19 am
You might be moved away from the fort.

Try pressing F to center it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Pvt. Pirate on February 04, 2018, 02:51:45 pm
Artifacts, etc. (https://www.patreon.com/posts/16778294)
"The choice to go with ascii art for the artwork is mainly a practical one, because otherwise setting up actual artwork to use for everything would take forever, especially without any artists on this project. "
well, we could let the user chose a pack like mephs or others to chose how the artworks look.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 04, 2018, 03:20:06 pm
I've considered it.

I do that with creatures already.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Evaris on February 04, 2018, 07:22:55 pm
You might be moved away from the fort.

Try pressing F to center it.

Didn't help, still have that gaping hole in the tile my fort should be in. 
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 04, 2018, 09:00:58 pm
Any errors while loading? What's your game mode?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Evaris on February 05, 2018, 02:10:21 am
Fortress mode, no errors that I've seen?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 05, 2018, 02:11:42 am
Out Of curiosity, what is in focus in the DF window?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 05, 2018, 10:16:44 am
Engravings! (https://www.patreon.com/posts/16816306)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Dunamisdeos on February 05, 2018, 01:44:10 pm
Very nice!!!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Pvt. Pirate on February 05, 2018, 06:46:13 pm
Engravings! (https://www.patreon.com/posts/16816306)
YAY!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Bearskie on February 06, 2018, 03:00:11 am
Actually looks better than in-game engravings!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 09, 2018, 12:23:14 pm
Cabinet. (https://www.patreon.com/posts/16901730)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Pvt. Pirate on February 09, 2018, 01:30:07 pm
is there a maximum for decorations on an item or do you have to let the script decide which just aren't going to be shown?
it looks awesome!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Dunamisdeos on February 09, 2018, 02:02:15 pm
Oh my goodness all of this is amazing.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 09, 2018, 08:44:09 pm
is there a maximum for decorations on an item or do you have to let the script decide which just aren't going to be shown?
it looks awesome!

I have to manually put each potential decoration onto the model, and tag them. Then the script fills out what it can.

So on the dresser, the top band, each ring, and the gem in the center of each ring, are all potential decorations that can be displayed, making 13 possible regular decorations, and 8 possible image type decorations. (regular being anything not an image)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: tohkai on February 11, 2018, 11:10:47 am
I have tried to actually donate on patreon, but patreon is terrible and I can't sign up (asks for a captcha, shows none.) Got a paypal?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 11, 2018, 11:20:57 am
I do, but the fees are terrible.

japa(dot)mala(dot)illo(at)gmail(dot)com
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 11, 2018, 12:00:20 pm
Thanks!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Robotala on February 11, 2018, 12:27:22 pm
Wow whats this?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 11, 2018, 01:20:35 pm
Wow whats this?
It's a program to render fortresses and adventures in 3D, under constant development.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: funkydwarf on February 11, 2018, 05:19:29 pm
Wow whats this?

Amazing!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 13, 2018, 11:05:05 pm
More engravings, and bookshelves. (https://www.patreon.com/posts/16986403)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Dunamisdeos on February 14, 2018, 03:28:15 pm
More engravings, and bookshelves. (https://www.patreon.com/posts/16986403)

WOW the books on the shelves, no less.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Pvt. Pirate on February 14, 2018, 05:59:12 pm
More engravings, and bookshelves. (https://www.patreon.com/posts/16986403)

WOW the books on the shelves, no less.
yeah, really amazing!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Scoops Novel on February 15, 2018, 05:39:05 am
Any chance of writing the names of the books on the spine?  :P
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Pvt. Pirate on February 15, 2018, 06:54:52 am
what about 3d models for the creatures?
the sizing could be done by assuming the size of a tile by the maximum possible volume of a creature that could fit inside, then its just maths getting the correct sizes for each creature.
taking the other features of each creature from the ingame information would have them represent fur/hair colour etc.
having skalable/deformable bodyparts which attach onto eachother would also make it possible to actually show missing limbs etc.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 15, 2018, 07:02:49 am
The issue with 3d models for creatures isn't sizing.

It's finding an artist to make 700 3d models for free.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Pvt. Pirate on February 15, 2018, 08:14:26 am
oh, havent thought about that yet...  :-[
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 15, 2018, 01:26:53 pm
Engraved on the wall is a well-designed image of ďngiz Minelashes the dwarf and lizards by čzum Oshoshmeng.  ďngiz Minelashes is surrounded by the lizards.  ďngiz Minelashes looks terrified. (https://www.patreon.com/posts/17018039)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Pvt. Pirate on February 16, 2018, 05:43:01 am
Engraved on the wall is a well-designed image of ďngiz Minelashes the dwarf and lizards by čzum Oshoshmeng.  ďngiz Minelashes is surrounded by the lizards.  ďngiz Minelashes looks terrified. (https://www.patreon.com/posts/17018039)
Found out that everybody in my fortress makes fun of my manager's fear of lizards.
I can clearly see a connection there :D

if we had 3d models of all creatures and items, it would be more fitting for statues, as havin a statue of a dorf and 8 lizards floating in midair looks strange :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Max™ on February 18, 2018, 05:25:17 pm
Dig the concept, not a fan of the set though, I already know I could swap in one unrelated to that guy manually but how hard would it be to put in stuff like an ascii/graphics toggle if not an option to use a set of your choice?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 18, 2018, 09:12:58 pm
Actually, the say these are done, they don't use different sets that can be swapped. It requires a new build.


But if you have better looking art, you're welcome to send me some.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 22, 2018, 12:11:48 pm
Item sprites are back (https://www.patreon.com/posts/17146976)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on February 25, 2018, 01:47:45 pm
Some more artifacts. (https://www.patreon.com/posts/17203866)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on March 05, 2018, 12:25:43 pm
(https://i.imgur.com/TZWxeKw.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Pvt. Pirate on March 05, 2018, 12:50:15 pm
Fortschritt! (http://"http://www.dict.cc/?s=Fortschritt") :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Urist McVoyager on March 05, 2018, 07:35:50 pm
Sweet, fire is now a thing in AV!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Bearskie on March 05, 2018, 11:38:13 pm
So, how slow does it get if the whole map is on fire?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on March 06, 2018, 12:03:02 am
There's actually a particle limit, so if you attempt to set the map on fire, it will only render like half.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Urist McVoyager on March 06, 2018, 10:45:38 pm
Good thinking. Half the map on fire is still half the map more than we had before!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on March 11, 2018, 06:13:17 am
Devlog regarding fire and flames. (https://www.patreon.com/posts/17489823)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: malistaticy on March 31, 2018, 06:20:12 am
is there a guide on how to build the program? im clueless when it comes to unity, and im getting errors about newtonsoft and other such things
on a related note, when do you plan to make another release?  :P
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on March 31, 2018, 06:27:41 am
I plan on making another release today.

As for building, you need to make sure you have Git LFS installed, before you clone the repo. Then you have to run the "Mytools->Collect materials" at least once before you run it for the first time.
There's also some menu options to package a release under the same menu that run the materials script first.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: malistaticy on March 31, 2018, 06:47:03 pm
thats fantastic news!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: forgotten_idiot on April 02, 2018, 02:51:20 am
I tried Armok Vision for the first time today, and it's totally awesome, but...my dwarves show up naked! It's kinda funny, but still, how do I fix that? Can't have my dorf running around in full nude, that's inappropriate. I'm playing 44.08 with alpha DFhack & phoebus tileset.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.18.0 Release!
Post by: Rose on April 02, 2018, 02:56:39 am
That's a known bug, already fixed for the next version, which is coming out in the next couple days.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on April 03, 2018, 10:12:09 am
https://www.patreon.com/posts/0-19-1-is-here-17949663

Have at it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Belerad on April 10, 2018, 12:44:33 pm
Hey there. I also have a problem with Armok Vision.

I am using the new LNP, 44.09 r01 on win7 64bit. If i want to use AV, at the start i get the error message, that RemoteFortressReader is not up to date. I have the 19.0, but need the 19.1.

i have downloadet the 0.19.1 from your last post, and did copy it into the Armok Vision folder, but the issue still stays the same. Maybe i just make something wrong  :-[
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on April 10, 2018, 12:48:36 pm
The 0.19.0 plugin is fine, that comes with LNP.

The included plugin in the download won't work.

It's a mistake I made, that will be corrected in the next dfhack release, or the next Armok Vision release, whichever is first.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Jostino on May 09, 2018, 06:01:42 am
The 0.19.0 plugin is fine, that comes with LNP.

The included plugin in the download won't work.

It's a mistake I made, that will be corrected in the next dfhack release, or the next Armok Vision release, whichever is first.

How is going this amazing job Japa? :D

Just realized that Armok Vision Project exists! Faboulous!!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on May 10, 2018, 03:22:15 am
Had computer problems that set me back, but I'm back in the game
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Pvt. Pirate on May 12, 2018, 04:27:52 pm
Had computer problems that set me back, but I'm back in the game
same here, win7 completely crashed and linux is something new to learn how to fiddle with.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Thundercraft on June 01, 2018, 07:30:22 pm
Fantastic work, Japa!

Just an FYI:
All of the images for the "Item Sprites" page ( https://github.com/JapaMala/armok-vision/wiki/Item-Sprites ) on the GitHub Wiki are broken.

BTW:
I find it hard to believe that only 5.1% of users are using an "Other" OS - other than the ones listed. Am I one of only one of a handful of people still using Windows 8.1? Is nearly everyone else really using Windows 10 or stuck it out with the older Windows 7?
Edit: Never mind. It seems that this is rather the case... at least, according to the OS Statistics (https://www.w3schools.com/browsers/browsers_os.asp) page (accumulated through browsers) by w3schools.com. It shows that only about 7% use Win 8.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on June 01, 2018, 07:40:42 pm
Well, win10 was considered universally better than 8, and was a free upgrade, so...
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on June 10, 2018, 09:20:14 am
New devlog video (https://www.patreon.com/posts/19361130)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on June 17, 2018, 02:27:42 pm
Concept art. (https://www.patreon.com/posts/19506965)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on June 24, 2018, 11:13:40 am
How I will be controlling the game. (https://www.patreon.com/posts/19644693)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Bearskie on June 24, 2018, 10:49:03 pm
Exciting stuff. You know, if this actually pans out, this could easily become the main interface for the masses who avoid DF due to the perceived difficulty of the UI.

My thoughts on the controls - keep the current WASD scheme, like you said it works well for a 3D interface. Yes, you would lose the efficiency of DF hotkeys. As an existing, competent player, I would never run the game entirely through AV because I value hotkey-efficiency, and the game simply runs faster without AV in the background. But you shouldn't be targeting me, since the main target should be users who specifically can't stomach the existing hotkey-UI system. Those users would prefer conventional WASD and mouse-menu controls.

Keep up the good work Japa!
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on June 24, 2018, 11:01:32 pm
Some people in the youtube comments were suggesting allowing the DF hotkeys through a modifier, which I think could work well.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on June 28, 2018, 01:06:46 pm
(https://i.imgur.com/yqEy1O6.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: vp on June 29, 2018, 03:01:11 pm
Can you please add an option to show furniture from unlimited distance? It's sad that constructions fully made of windows, like this:

Spoiler (click to show/hide)

are invisible when the camera is on the edge of the map:

Spoiler (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on June 29, 2018, 10:09:07 pm
It depends on graphics settings, but I'll make it more tunable.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on July 01, 2018, 02:26:51 pm
Do you like making workshops? (https://www.patreon.com/posts/19798700)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on July 15, 2018, 11:14:59 pm
Following is a copy of my news post on patreon (https://www.patreon.com/posts/20095320).

One thing I've been wishy washy about for a while now is how I will show all of your dwarfs in a 3d world.
The two options have always been either 3D, or 2D billboard sprites, and the problem plaguing both options has been the fact that Dwarf Fortress has around 700 different unique creatures in the raws, plus any number of procedural ones. This is... not feasible, to say the least, to provide artwork for all of them.
Till now, my solution has been to have detailed sprites for a few commonly seen stuff, like dwarfs, while everything else gets some very low resolution sprites ripped from graphical tilesets that people have made for DF. This results in a lot of glaring inconsistency between creatures that have proper art, and those using placeholders. Then there's the issue that 2D sprites floating around in a 3D world takes care to make it fit in, without looking like, well, floating carboard cutouts.
Going for proper 3D models brings with it similar issues with consistency, since good artists don't work for free, and having a 3D modeled dwarf standing next to a floating 32x32 stylized sprite will look very strange.
Which is what brought me to my current solution, which is a mix of procedural and semi-procedural models.
It's still a work in progress, so I don't yet have any pictures I feel comfortable showing, but the general workflow will be like this:
 1: Have a generator that can make passable models for any creature in the game. It doesn't need to look fantastic, but a user should be able to look at the model that it spits out and go "Yup, that's a tiger."
 2: Take the models for important creatures, such as dwarfs, made by the generator, and refine them manually, where needed, while keeping the art style as similar to the generated creatures as possible.
 3: While running the game, AV will first check for an existing creature model, use it if found, and generate a model on the fly if not.
The models will have a separate 3D object (most likely a rectangular block) for each part defined in the raw files from DF, so that missing limbs, etc, can be shown properly.
These body parts are initially being represented by blocks, but once I have them working correctly, I'll start going through each part and refining the general model for it, to make it look more like the part it's supposed to represent (nose, eye, shin, etc). I will try to make it all as generic as possible, and if something needs to be customized (dwarfs and tigers don't have the same head) I'll use as much contextual information as I can get from the raws themselves, before even looking at the names of the creatures. Easiest example of something I can use is how many stance body parts it has, and what they're connected to. If it's got two stance parts that are both connected to the lower body, with no stance parts directly connected to the upper body, then the creature is humanoid, and can be treated as such; while if there's two stance parts connected to the lower body, and two stance parts connected to the upper body, it can be treated as being a quadruped, and use a different set of models where needed.
Only when the contextual info is used up will I start looking at names and descriptions to gain insight on what models to use. This will most likely be necessary for heads, because they vary the most between different animals, animal people, and were-animals. So a wolf, wolf-man, were-wolf, and wolf-demon, can all use the same wolf head model, just from the name and/or description having the word wolf in it.
Only when all that is exhausted will I go over individual models and see what I need to change for specific creatures. Hopefully it's nothing that needs to be changed at all.
...
Okay, I lied, here's a work in progress picture:
(https://i.imgur.com/TqD0wck.png)

Keep in mind this is a very early work in progress. There's no textures, or even shapes beyond boxes, and the head is not touched at all, but it's a decent work in process picture, and shows where I'm going with this.
For this model, each part type has a manually defined proportions, set by me, the size set by the Dwarf Fortress raw files, and the positioning relative to the parent set by me.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: ScrapHeap on July 19, 2018, 09:58:49 am
Hello Japa,
Never played DF (not enough time), but I have been following your work for some time now, and I really enjoy the progress that you are making.
If you need software to generate 3d humanoid characters, then I suggest that you should take a look at the makehuman project http://www.makehumancommunity.org/
While aimed at generating human models, it is easy to vary the parameters in such a way that you get fully textured and rigged dwarfs, orcs, goblins, trolls etc.
It also supports clothing. The output meshes will need heavy polygon reduction, but I believe that this is quite easily done nowadays. 
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on July 19, 2018, 12:37:34 pm
I have looked at it before, but I think it's a little too photorealistic and high quality for Armok Vision.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: ScrapHeap on July 19, 2018, 10:16:59 pm
That is what I would have thought as well, until I saw your "preliminary" model.
If I were to build something from scratch, then I would limit myself to something around 200 polygons per character, and no rigging, just separate arm and leg meshes.
Maybe something based upon a basic cone shape. However, this would not solve the problem of creating all other creatures that you need for the game. Heavy polygon reduction of procedurally shaped meshes might therefore be a solution. Maybe using pre-generated keymeshes rather than local rigging.
This video shows some rather neat techniques used to solve similar problems https://youtu.be/l9NX06mvp2E
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on July 19, 2018, 10:47:12 pm
My current plan is to have separate meshes per body part, using GPU instancing to duplicate them per character.

There will be a default set of body part meshes that are applied by default to all creatures, with individual creature types having overrides for whichever part types need to look different.

So I will have a generic head model that's applied to everything, but then any creatures that can be figured out to be dog-ish (meaning dogs, as well as dog-men, dog-demons, etc) will have a unique dog head.

The actual art style still remains to be decided, but at the moment it's leaning towards boxy minecrafty models, but that can still easily change.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: voliol on July 21, 2018, 03:04:44 pm
Hmm, so it’s something akin to a 3D Dwarf Portrait? If I remember correctly there was some discussion on making it 3D a while back, so I suppose this is a continuation of that? Looks pretty sweet already, so I look forward to seeing what more comes out of it.

Also, is that box-hat on top of the generated humanoid’s head its facial features?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on July 21, 2018, 08:57:17 pm
That's all his facial features bundled on top of his head.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Dunamisdeos on July 23, 2018, 01:17:55 pm
That's all his facial features bundled on top of his head.

I don't know why this made me giggle.

Also this is all extremely impressive.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on July 23, 2018, 09:57:55 pm
Since I forgot to link it here... (https://www.patreon.com/posts/20242766)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Dunamisdeos on July 25, 2018, 08:57:30 pm
I 100% cannot wait for the model generator alone.

The incredible ridiculous creations that the modding community here has created will be displayed in all their three-dimensional nonsensical glory.

Bay12 has such sights to show you.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Bumber on July 26, 2018, 12:10:46 pm
Since I forgot to link it here... (https://www.patreon.com/posts/20242766)
Metal Gear!?

(Those large, untextured creatures look like mecha.)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on July 26, 2018, 12:38:24 pm
Spoiler: hmm... (click to show/hide)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Megaman_zx on July 26, 2018, 12:41:06 pm
Spoiler: hmm... (click to show/hide)

It's beautiful!!!

In all seriousness, this is groundbreaking work you are doing, keep it up.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: billw on July 28, 2018, 10:29:20 am
When I run this the view is obscured by keyboard control layout. How do I get rid of this please?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on July 28, 2018, 11:15:38 am
wait for it to load. It takes a while.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: ScrapHeap on August 05, 2018, 11:46:15 am
Spoiler: hmm... (click to show/hide)

Looks nice,
However, I am worried that the number of polygons for each element may be too high.
With the expected zoom levels, I would say that much more blockyness could be accepted without compromising the overall look of things.

Are you planning to do separate meshes for clothing, armor, helmets etc?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on August 05, 2018, 09:54:53 pm
Are you planning to do separate meshes for clothing, armor, helmets etc?
I would like to, eventually. Modeling takes time, though.

Spoiler (click to show/hide)

As for the polycount, yeah, I'm still unsure of the direction I want to go with the artwork. The models I have right now look okay, but they take time to do, and I have a lot to get done. However, blocky minecrafty models aren't great either, and are a bit cliche by now. I'll have to work out a compromise somewhere.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: ScrapHeap on August 06, 2018, 03:19:59 pm
I would stay away from the minecraft look. However, I do think that classic low-poly modelling could look perfectly fine for a model with moving solid meshes (no flexible rigging. If you want more detail later, then use bump- and texture maps to achieve this.
You might look into the worldforge library and see if you can use / modify some assets from there:
https://svn.worldforge.org:886/svn/media/trunk/assets/dural/creatures/biped/
By now, most appears to be created in blender, which was not really available when I was active there.
Anyway: Keep them screenshots coming.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on August 06, 2018, 09:38:22 pm
Anyway: Keep them screenshots coming.
Okay. (https://www.patreon.com/posts/20589349)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Dunamisdeos on August 07, 2018, 03:50:54 pm
Anyway: Keep them screenshots coming.
Okay. (https://www.patreon.com/posts/20589349)

(https://s8.postimg.cc/7wa6ms6jp/cathatman.png)
(https://i.imgur.com/YAGpXPd.png)

Also wow, quite aside from my poking fun at Cathatman there, those look really spiffy.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Fleeting Frames on August 08, 2018, 10:43:24 pm
Well, that clipping gives me vertigo. Neat.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Pvt. Pirate on August 09, 2018, 12:36:05 pm
Anyway: Keep them screenshots coming.
Okay. (https://www.patreon.com/posts/20589349)

(https://s8.postimg.cc/7wa6ms6jp/cathatman.png)
(https://i.imgur.com/YAGpXPd.png)

Also wow, quite aside from my poking fun at Cathatman there, those look really spiffy.
"you've got quite the hairstyle and those sideburns look so hot on an old dorven lady *smirks and bows* may i invite you to a keg of plump helmet beer brewed from stale water?"
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Thundercraft on August 18, 2018, 11:29:43 am
(https://s8.postimg.cc/7wa6ms6jp/cathatman.png)

Aside from a few hiccups like this, I think it's looking good. To have 3D characters at all is rather impressive, especially considering the complications of showing them with custom clothing and equipment. I mean: I understand the point of having a small/short character float above a tall character in the same tile because that'd be one way that players could at least see them. But it's just too silly-looking this way.

Suggestion 1: Instead of having multiple characters in the same tile standing one on top of each other, it would probably look a lot better to have them standing close to each other in close proximity to the tile area and each other. You could, for example, have one character in the center of the tile and the rest in quadrants around the center. Or you could have positions depend on the number of characters in the tile; i.e., if there were 2 then have them stand side by side, if there were 3 have them in a triangle formation, if there were 4... etc.

Suggestion 2: Maybe have the z-coordinate of the 3D model (height) be linked with the character's broadness trait? I'm just imagining that, for example, a dwarf could be depicted has being short and broad by using almost half the z-height as, say, a human, but using nearly identical x and y (width and depth?) as a human. And a skinny, slim elf could be depicted as slim by keeping the height close to norm, but with less width and depth.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on August 18, 2018, 12:54:07 pm
Suggestion 1: Instead of having multiple characters in the same tile standing one on top of each other, it would probably look a lot better to have them standing close to each other in close proximity to the tile area and each other. You could, for example, have one character in the center of the tile and the rest in quadrants around the center. Or you could have positions depend on the number of characters in the tile; i.e., if there were 2 then have them stand side by side, if there were 3 have them in a triangle formation, if there were 4... etc.
Actually, in that picture, the baby is literally riding on the shoulders of the mom. However, placement does need work to make it look more natural. Probably have the kid on the back.
Suggestion 2: Maybe have the z-coordinate of the 3D model (height) be linked with the character's broadness trait? I'm just imagining that, for example, a dwarf could be depicted has being short and broad by using almost half the z-height as, say, a human, but using nearly identical x and y (width and depth?) as a human. And a skinny, slim elf could be depicted as slim by keeping the height close to norm, but with less width and depth.
It already is. Overal body as well as individual parts both resized depending on individual traits. Height, broadness, etc.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on August 20, 2018, 10:22:42 am
(https://i.imgur.com/nXE0IDa.png)

I made the babies positioned a bit better. Also made some clothes. Why is everybody wearing a dress.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Pvt. Pirate on August 20, 2018, 01:13:19 pm
i like your humor :D
i also realized, that many creatures wear a dress, no matter what sex.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Bumber on August 22, 2018, 03:31:11 am
I kind of think it's more like a Byzantine dress, rather than the female-specific kind:
(https://upload.wikimedia.org/wikipedia/commons/9/9e/Meister_der_Kahriye-Cami-Kirche_in_Istanbul_002.jpg)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Pvt. Pirate on August 23, 2018, 09:29:26 am
i always imagined them as a tunic.
https://en.wikipedia.org/wiki/Tuna
no Urist! no that's a tuna!
That is a tunic:
https://en.wikipedia.org/wiki/Tunic
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on August 23, 2018, 10:37:09 am
Nah, tunic is a separate clothing item.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Bumber on August 23, 2018, 08:07:36 pm
i always imagined them as a tunic.
https://en.wikipedia.org/wiki/Tuna
no Urist! no that's a tuna!
That is a tunic:
https://en.wikipedia.org/wiki/Tunic
Toga?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Pvt. Pirate on August 24, 2018, 02:56:54 pm
well, all those look pretty close and through the centuries the tunics were getting shorter until it was just a shirt and went by that name - also the shame capsule and the likes became common then, as that area of the body was no longer covered by the tunic.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: ScrapHeap on November 27, 2018, 10:21:26 am
Any progress to report?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Pvt. Pirate on November 27, 2018, 11:29:40 am
Any progress to report?
A few years ago, it was modern to wear bare midriff downjackets in winter and complain about anyone who wanted to let some air into the classroom.
these years it's modern to wear XTrousersX or XJeansX bought at full price even in winter and complain about cold knees because the kneeregion of the clothes are torn open.
i'm curious what the future might bring. maybe wearing transparent clothes and complaining others stare with a horny smile?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on November 27, 2018, 01:10:49 pm
Any progress to report?
Not a lot, unfortunately. I've moved country, and things have been pretty hectic, and I haven't been able to get back into the groove yet. I only yesterday got my desktop back up and running, and that doesn't even have a proper monitor yet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: ScrapHeap on November 28, 2018, 09:11:49 am
Well,
that was a progress report of sorts :)
Good luck with getting everything sorted. Moving house is a big job. Switching countries even more so.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Roses on November 28, 2018, 09:29:02 am
I'm surprised your back at all! Last time I moved I was off of DF stuff for a good year before I got back into it.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Dunamisdeos on November 28, 2018, 02:57:37 pm
El Kabong can eat his heart out.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on November 28, 2018, 03:12:00 pm
Though there is another issue, is that the art requirements are currently more than I am able to manage (I have some ideas, though)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Dunamisdeos on December 01, 2018, 02:02:24 pm
All of this is fantastic and you should be proud, no matter how many jokes I crack.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on December 06, 2018, 12:37:46 am
(https://cdn.discordapp.com/attachments/362452328613412870/520111239310082048/unknown.png)

I'm not dead yet.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Pvt. Pirate on December 06, 2018, 11:51:05 am
the anatomy looks strange, but it's a great sight nonetheless (as always!) :)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on December 06, 2018, 11:51:49 am
the anatomy looks strange
That's because I have no artistic talent whatsoever.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: mifki on December 06, 2018, 06:16:46 pm
the anatomy looks strange, but it's a great sight nonetheless (as always!) :)

What to read on dwarven anatomy?  :D
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Pvt. Pirate on December 07, 2018, 01:08:30 am
the anatomy looks strange, but it's a great sight nonetheless (as always!) :)

What to read on dwarven anatomy?  :D
"Considering the Dwarf" it is a Forgotten Beast sheet bound codex with cover out of conglomerate bound codex. It concerns the anatomy of Dwarves. It meanders and loses track of the topic ending up on discussing why elves are evil. its prose is passable.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Roses on December 18, 2018, 12:36:36 pm
Your sprites, are they generated based off of appearance information? and if so, how do you read it? I'm trying to figure out how to recreate the appearance string from the unit description screen, but I can't figure out how that information is stored
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on December 18, 2018, 12:38:35 pm
The appearance info is stored in a bunch of different places, but primarily, there's modifiers  stored for each body part, and for the creature as a whole. It's a bit involved to get it all together, but you can look through the source for my other app, dwarf portrait, to get a better idea how it all is pulled together.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Roses on December 18, 2018, 01:59:25 pm
Oy vey, that is a lot more complicated than I was hoping for. I think I figured out the colors, but am still having trouble figuring out things like "her quite dense hair is curly", "her nose is broad". I know it has to do with the bp_appearance_modifiers and body_appearance_modifiers, but I can't seem to find where I can tell that the appearance modifier type is "dense" or "broad". I'm guessing that's what the casteRaws.bp_appearance_modifiers.modifier.type is referencing though?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on December 18, 2018, 02:02:42 pm
There's two classes you need to look at, there's the creature and cast raw classes, and then there's the creature itself. The raw class has a list of every modifier a creature can have, while the creature class has the actual values, in an array of the same length.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Roses on December 19, 2018, 01:37:27 pm
Alright, I think I got it all figured out, thanks for your help. Now I just need to convert the numbers to strings (e.g. very long hair vs long hair). But that shouldn't be too hard, just time consuming. Thanks very much for your help.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on December 30, 2018, 07:02:02 pm
https://www.patreon.com/posts/clothing-23643144
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Bumber on January 13, 2019, 01:11:13 pm
Not sure if this is possible, but what if we could take .fdf-map files from the DFMA and render them in a visualizer like Armok Vision?

The most fundamental problem with this is that the file is a bunch of compressed .png images. However, if the compression involves an array of indices to images of the individual tiles, there is at least a possibility that one could construct a rudimentary version of the map. (DFFD gives a link to the creator's homepage (http://shadowlord13.googlepages.com/dfmap-index.html). I haven't bothered to log into Google to check if there's any documentation on how it works.)

We would most likely have to ask the player to manually assign what each tile image represents (barring image recognition software.) We can't know anything about tiles that creatures or items are covering, and would have to fall back to a default gray floor (even if it's supposed to be stairs) under those objects.

This is probably just a pipe dream. I don't expect to waste their time and effort, but I thought I'd put my thoughts out there just in case it turned out to be doable.

Worst case scenario, we could have a program that lets the user paint solid tiles using a grid overlay of each z-level image. Then it could render a 3D view of the painted cubes for a general idea of what the fort looks like. Not sure who'd be interested in that, but it sounds simple enough. Thoughts?
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Pvt. Pirate on January 13, 2019, 05:04:53 pm
i sometimes wonder if ALL squares of the map are existant in such detail as the sites with historical value to the player.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on January 13, 2019, 08:36:01 pm
It'd be far easier to save a snapshot of the fortress in the same binary format that Armok Vision uses.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Bumber on January 14, 2019, 04:59:40 pm
It'd be far easier to save a snapshot of the fortress in the same binary format that Armok Vision uses.
As long as you have access to the save file, yeah.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on January 14, 2019, 07:05:12 pm
Which would be an interesting way of sharing forts, like a web viewer.

There's just not enough info in the screenshots.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on March 21, 2019, 11:18:21 pm
I felt we needed a chibi slider.

(https://i.imgur.com/ROo350H.png)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Bumber on March 23, 2019, 01:32:53 am
Am I seeing nothing but beard from the two in the center, or are they just lying down face first like the guy on the right?

*Bumber ponders a new sub-race of dwarves*
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: nukularpower on March 24, 2019, 03:19:48 am
those beards arent quite dwarfy enough methinks.  Unless those are humans or something
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Rose on March 24, 2019, 09:54:10 am
Agreed.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
Post by: Dunamisdeos on March 30, 2019, 02:11:59 pm
Help, this pancake is stuck to my chin.

Also, those dwarves have achieved nirvana, in that they are now more beard than flesh.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.20.1 Release!
Post by: Rose on April 20, 2019, 08:31:51 pm
Here we go. (https://www.patreon.com/posts/26248102)
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.20.2 Release!
Post by: Rose on May 13, 2019, 10:55:09 pm
And here we have a bug fix.

https://github.com/JapaMala/armok-vision/releases/tag/v0.20.2
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.20.2 Release!
Post by: Dunamisdeos on May 14, 2019, 12:23:47 pm
Uh wow connecting remotely thats cool af
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.20.2 Release!
Post by: Rose on May 14, 2019, 12:27:00 pm
You have to change a config file in both armok vision and dfhack. Dfhack to allow remote connections, and armok vision to set the IP address you want to connect to.
Title: Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.20.2 Release!
Post by: Rose on July 04, 2019, 08:18:58 pm
I'm putting this project on indefinate hiatus because I've completely run out of steam. Sorry.
Title: Re: Armok Vision Project, on Hiatus.
Post by: Cathar on July 05, 2019, 03:31:39 am
Can you provide an adress to send steam to ? I'd gladly send you some

Don't kill AV pls :c
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on July 05, 2019, 07:07:37 am
Not unless you figure out how to pack mental health into a box.
Title: Re: Armok Vision Project, on Hiatus.
Post by: Pvt. Pirate on July 05, 2019, 08:36:08 am
Not unless you figure out how to pack mental health into a box.
A box with the movie https://en.wikipedia.org/wiki/And_Now_for_Something_Completely_Different would at least be the opposite of mental health :D

Take your time to recover. Complex projects such as yours are bad for my mental health too, so that's why i try to keep out of such ;)
Title: Re: Armok Vision Project, on Hiatus.
Post by: Cathar on July 05, 2019, 09:10:07 am
In any event, I wish you good luck to recover aswell. Always loved your work, stay strong
Title: Re: Armok Vision Project, on Hiatus.
Post by: Demonic Gophers on October 20, 2019, 05:50:33 pm
I finally tried out the latest version a few days ago.  Awesome work!  I've generally preferred to stick with ASCII for creatures, but the 3D models are very cool.  It's really nice to look at the crowd in a tavern or an invading army and see them all, at a glance, as visually distinct individuals.  Definitely helps immerse you in the world.  I'm also amazed that Armok Vision can generate its own models for modded creatures - and even make a lot of them look pretty good!

I'd like to try adding models for some of my modded weapons and creatures and such.  I know my way around Blender well enough to put together simple models, but I've never tried to work with Unity before, and I'm not sure how to load Armok Vision in the Unity editor.  Could someone give me some basic instructions on what steps I need to follow to add a model and get AV to use it?
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on October 20, 2019, 07:57:25 pm
First thing you will want to do is fork the repo so you can make a pull request.

Then you should clone it recursively to your computer so you have all the needed extra stuff.

(Make sure you have a 2019.2.x version of Unity)

After that, everything is stored as prefabs. Items are pretty simple, but creatures are quite a bit more involved and honestly pretty annoying to do currently. I need to really work on the way they're loaded right now to make them easier to mod.

Anyway, items. All item prefabs are stored in "Resources\Items" with the prefab the same as the item token. Items that can be modded, such as weapons and armor, are each in a subfolder, for example "Resources\Items\WEAPON\ITEM_WEAPON_AXE_BATTLE"

Each item prefab needs to contain a single mesh, with the "Item Model" script added onto it, and a material with one of the "Building/Something" shaders, with mostly self-explanatory texture maps that would be the same as any other PBR material, except for a 4 color mask, which determines which parts of the texture should take the texture/color from the material it's made from.

The mask channels are as follows:
Red: 0 = Material texture and color, 255 = your own texture.
Green: 0 = Your own texture, but colored by the material color, 255 = your own texture. (This may be replaced some time in the future, because nothing uses it)
Blue: 0 = Blend the material bump map and smoothness maps with your own, 255 = your own bump and smoothness maps.
Alpha: 0 = color everything according to the wearer's job color, 255 = Don't do that. (This is mainly for clothing, but it's supposed to work with any held item)

AO maps can be used, but are not effected by the mask.

Let me know if you have any other questions.
Title: Re: Armok Vision Project, on Hiatus.
Post by: Dunamisdeos on October 21, 2019, 12:45:08 pm
Seriously this is amazing even if you never work on it again.

I don't see any reason why it wont work for future versions of DF for some time to come anyway, even if we don't have specific graphics for every little thing. Well done.
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on October 21, 2019, 12:53:56 pm
A lot of the work in creatures was to make sure that they can possibly work for every creature type in the game, until Toady changes how they work.
Title: Re: Armok Vision Project, on Hiatus.
Post by: Dunamisdeos on October 21, 2019, 12:56:28 pm
I still load it up to check on things like above-ground structure aesthetics or an underground multi-z hall of some kind.

I will enjoy your work for years to come.
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on May 24, 2020, 11:59:30 pm
https://github.com/RosaryMala/armok-vision/releases/tag/v0.21.0

Things were crashing. There's a new version.
Title: Re: Armok Vision Project, on Hiatus.
Post by: Dunamisdeos on May 26, 2020, 12:35:37 pm
Hey nice, thanks.
Title: Quick question
Post by: GandalfTheGreyt3791 on July 23, 2020, 11:47:20 am
So was trying to install the the instructions in the readme were kinda vague. could you please explain the process to me plz? Im a Lazy Newb
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on July 23, 2020, 01:38:34 pm
There isn't really any installation instructions. Pretty much just extract it to any folder and run it.

DFHack needs to be installed.
Title: Re: Armok Vision Project, on Hiatus.
Post by: GandalfTheGreyt3791 on July 24, 2020, 11:02:37 am
ok. is there a command in DFhack that I have to use?
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on July 24, 2020, 11:13:26 am
Nope!

If it's not running, it could be a firewall issue or some other bug.
Title: Re: Armok Vision Project, on Hiatus.
Post by: GandalfTheGreyt3791 on July 24, 2020, 11:23:08 am
ok thx
Title: Re: Armok Vision Project, on Hiatus.
Post by: GandalfTheGreyt3791 on July 25, 2020, 05:00:49 pm
is there a way that I could debug it my self? I put it in a save folder and ran that save and nothing happened

*edit*
Nevermind looked back at other comments and figured out what I did wrong
Title: Re: Armok Vision Project, on Hiatus.
Post by: GandalfTheGreyt3791 on July 26, 2020, 08:20:04 am
probably not right because its a diff thread but I saw you worked on stonesense and I was wondering what the segmentation fault was? I try to launch it with the overlay command but it launches then crashes a few seconds later. im using the most recent version btw
Title: Re: Armok Vision Project, on Hiatus.
Post by: GandalfTheGreyt3791 on July 28, 2020, 03:01:02 pm
im probably getting super obnoxious but I can't get armok-vision to run
do I need to unity to run it or am I just not looking in the right place?
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on July 28, 2020, 06:51:37 pm
Please describe, step by step, the steps you go through to open the program, and what happens after doing that.
Title: Re: Armok Vision Project, on Hiatus.
Post by: GandalfTheGreyt3791 on July 30, 2020, 01:34:04 pm
I put it In the fortress save then open the game and go the game and open the save and nothing happens
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on July 30, 2020, 02:32:19 pm
Did you open Armok Vision?
Title: Re: Armok Vision Project, on Hiatus.
Post by: lethosor on July 30, 2020, 07:48:12 pm
I put it In the fortress save
Do you mean you put it in the data/save folder? You don't need to do that.

You can put Armok Vision anywhere you want. You have to start it separately, though. It won't open when you open DF or load a save.
Title: Re: Armok Vision Project, on Hiatus.
Post by: GandalfTheGreyt3791 on July 31, 2020, 11:14:15 am
how do I open it. im using linux so would  I need to run it in the terminal?
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on July 31, 2020, 11:31:17 am
Just double click the application.
Title: Re: Armok Vision Project, on Hiatus.
Post by: GandalfTheGreyt3791 on August 04, 2020, 10:38:15 am
I can't find any application in the folder. Is it in a sub folder?
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on August 04, 2020, 12:26:35 pm
On linux, it's "Armok Vision Linux.x86_64"
Title: Re: Armok Vision Project, on Hiatus.
Post by: lethosor on August 04, 2020, 12:47:14 pm
If that doesn't help, can you link to the exact file that you downloaded? It would help us to reproduce what you're seeing.
Title: Re: Armok Vision Project, on Hiatus.
Post by: GandalfTheGreyt3791 on August 04, 2020, 01:23:32 pm
ok one sec
Title: Re: Armok Vision Project, on Hiatus.
Post by: GandalfTheGreyt3791 on August 04, 2020, 01:25:55 pm
I don't see a executable and the file name is the armok-vision-master
Title: Re: Armok Vision Project, on Hiatus.
Post by: GandalfTheGreyt3791 on August 04, 2020, 01:27:27 pm
everything in it is what on the GitHub page you linked at the start of the conversation
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on August 04, 2020, 01:29:29 pm
Wrong download. That's the source code.

You want to go to https://github.com/RosaryMala/armok-vision/releases/tag/v0.21.0 and download the zip matching your OS.
Title: Re: Armok Vision Project, on Hiatus.
Post by: GandalfTheGreyt3791 on August 04, 2020, 01:42:18 pm
oh my god I feel like such an idiot thank you
Title: Re: Armok Vision Project, on Hiatus.
Post by: ANiMA XI on August 19, 2020, 06:05:39 pm
What its the Key for enabling the FPS Camera? I cant wait to try it. And "C" didnt work
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on August 19, 2020, 06:14:35 pm
Zoom in all the way with the mouse wheel.
Title: Re: Armok Vision Project, on Hiatus.
Post by: ANiMA XI on August 19, 2020, 06:37:35 pm
I've seen on videos that you can even hear footsteps and you can jump... With zooming with the camera I just can do "the trick" that I see everything and move like in a FPS. Anyway very very very good mood. It complements my imagination
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on August 19, 2020, 07:04:38 pm
Yeah, unfortunately the footsteps and jumping were much too resource intensive to really be feasable, so I was forced to remove them.

I could add it back, but it would require writing a new physics and colission system from scratch which I really don't want to do.
Title: Re: Armok Vision Project, on Hiatus.
Post by: Hawen on August 31, 2020, 05:10:10 pm
Hey Rose,

It's great to see your still going with Armok Vision, even though you've stated it's on hiatus.

I recently upgraded to a gaming pc and since DF is really the only thing I'm interested in playing I was really looking forward to seeing how Armok Vision developed. I got my computer in April (2020) and the last build says May, but I'm just finally getting around to checking it out.

Looks great with a gaming computer.

I know I've asked before, but will you consider making a setting for the camera point in the direction of movement for the first person mode. It would be great for immersion. Additionally, maybe a way to turn down or off the specular amount.

Anyway, hope all is well and take care.
Title: Re: Armok Vision Project, on Hiatus.
Post by: GandalfTheGreyt3791 on September 06, 2020, 05:28:30 pm
is there a version for linux that does not need admin for it to run? I don't have sudo on my pc.
Title: Re: Armok Vision Project, on Hiatus.
Post by: Timeless Bob on March 07, 2021, 12:14:56 pm
In underground tunnels or structures, it's interesting that the ceilings aren't the color of the substance above them. How difficult would it be to check that when rendering scenes?
Title: Re: Armok Vision Project, on Hiatus.
Post by: Rose on March 07, 2021, 12:35:24 pm
Aren't they? I thought they already were.

That said, the terrain generator is overdue for an update, but I mostly abandoned this project by now.