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Messages - Baboonanza

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16
DF General Discussion / Re: Embark Anywhere
« on: October 01, 2009, 08:48:29 am »
I discovered that if I compile it myself with MingW (GCC for windows more-or-less) it works perfectly. If I compile it with MSC8 or 9 it doesn't work.

This led me to fix the problem, with the hint from here http://msdn.microsoft.com/en-us/library/ms684880%28VS.85%29.aspx(see the text next to PROCESS_ALL_ACCESS).

Basically MS increased the size of the PROCESS_ALL_ACCESS flag in Vista so programs compiled on later operation systems (or presumably the later versions of the Windows SDK) are not backwards compatible. Cocking Microsoft ::). Adding the following to hexsearch.c before including windows.h fixes the problem:
Code: [Select]
#define _WIN32_WINNT _WIN32_WINNT_WINXP // Use smaller, pre-Vista PROCESS_ALL_ACCESS flagor you can dick with the flags to find out what the minimum necessary combination is (READ/WRITE alone is insufficient).


17
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 29, 2009, 04:31:52 pm »
I'll add an option for it in the next version. Flipping the normals (or more accurately reversing the polygon winding) should work though. I always thought anti-clockwise winding was normal  :-\

18
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 29, 2009, 06:12:30 am »
Anyways, can anybody answer my question from a page or two back?
It's caused by the partial transparency on some of the textures, particularly the block texture.

I've uploaded a modified version of these that should make colours show through better. Download this and replace the textures in VisualFortress/Textures:
http://dffd.wimbli.com/file.php?id=1449

19
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 28, 2009, 02:57:24 am »
Somebody else was having a similar problem. First thing to try is updating your video-card drivers. Alos if you have a card with a low amount of video ram it could be filling up. This looks more like a 3D acceleratot/driver problem than a VF bug, since the code it's running after 'Loading Textures' is not particularly complicated. Does this happen every time (even on different maps), or only on one map?

Incidentally, sorry for my lack of activity recently. I've been very busy and I'm taking a small break from the project to finish a Sword of the Stars campaign, but progress is continuing.

And thanks for the models, keep 'em coming! Unfortunately the one for bins isn't any use though, bins are technically an item and aren't detected by VF.

20
DF General Discussion / Re: Dtil - Updated September 14th 2008 - 40d
« on: September 21, 2009, 09:19:27 am »
That's an intrinsic problem with the DF internals.

Gems and veins can be changed to anything you like because they are specificed with a full matgloss/stone reference.

Rock layers (including yellow sand, basalt etc) are stored by an index into the rock layers available in the biome, so choice is restricted. In theory you could change it to any layer in 9 the surrounding biomes, but I don't think Dtil is that advanced. It probably does nothing in this case.

21
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 19, 2009, 01:23:30 pm »
Ah, the extra water layers you describe must be a bug I added when I last fiddled with it. I'll fix it.

I did always plan on adding a tint to the camera underwater, I just haven't got round to it yet.

And you won't be able to see magma/water through walls in the way you describe since a) walls aren't transparent and b) the sides aren't drawn anyway when they can't be seen.

22
DF General Discussion / Re: An odd monument I made...
« on: September 18, 2009, 09:19:20 am »
It looks happy whatever the hell it is :)

Nice work!

23
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 17, 2009, 10:33:37 am »
It will also load .ojb format, though it will ignore any .mtl files as there is a different system for materials.

I've fixed the water and ramps problems in my dev version.

Yea the water tends to act like, um, chunky jello when it's simulating a flow or waterfall. In VF I mean, not DF.
The chunky jello effect is unavoidable, as it's exactly how it is represented in DF. It's just less obvious in DF because the way in which it's represented hides the details. If you closely examine falling water you will actually find a stack of tiles some of which have 1-2 water and some of which are empty. Smoothing this out in and representing it in 3D would require a very clever and complex algorithm, though it should look better after I add mist in.

The problem I've fixed was the strange angle on water sides that you got when water flowed over a constructed floor.

24
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 17, 2009, 07:25:34 am »
It will also load .ojb format, though it will ignore any .mtl files as there is a different system for materials.

I've fixed the water and ramps problems in my dev version.

25
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 15, 2009, 01:12:42 am »
I agree  that it would be nice to differentiate between walls built with stone and walls built with blocks. Implementing it depends on:
- how hard it is to detect the difference
- how easily I can add it to the config files (it's a bit of a corner case)
If people would find me an example texture that they would prefer that would help.

After having thought about it a bit I really like the camera clipping idea, it avoid many of the issues and should be fairly straightforward to add.

You can control the colour of glass yourself fairly easily. In the matgloss.csv file there is a row for green glass and a number like 0x801010F0 (I don't have access to the config files at the moment, I'm in a hotel lobby, so this number is wrong). The first 2 digits are a hexidecimal transparency value between 0 and 255, so 80 means 'half' transparency and FF would be totally transparent.
It's not currently possible to have transparent walls because of technical constraints, namely the need to depth sort the individual triangles and the addition of extra internal geometry at material boundaries.

Love the screenshots guys! There are some truly epic fortresses out there. :)

26
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 12, 2009, 03:17:38 am »
The frustum problem is a strange one. I was doing just what you were doing the other day and it worked fine, but I'll see if I can track it down. It's not my (admittedly slightly dodgy) frustum culling but the OpenGL far plane being reset to a closer distance.

Better lighting and material differentiation is next on my todo list. Hopefully it should see a dramatic improvement in quality, but we'll see.

Clipping the camera against the terrain is actually fairly difficult due to the noise added to the geometry. I don't keep a copy of the map geometry after it's sent to the graphics card so there is no way of knowing exactly where walls are.

You should actually be able to add your own objects by exporting to .obj format, dropping them in the Models directory and then adding them to buildings.csv. They should automatically use the material for whatever they are made of, adding your own is a bit more difficult. Two things to remember: Z is up and polygon winding must be anti-clockwise.

27
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 11, 2009, 11:33:49 am »
Not currently, though I guess I should probably add one.

The original files are here thouhg: http://dffd.wimbli.com/file.php?id=1307

28
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 11, 2009, 11:05:35 am »
The models in the download are in a simple binary format for efficient loading. It should also load .obj files. Materials are specified differently, so .mtl files are ignored.

29
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 11, 2009, 10:15:46 am »
I've just posted a new version, 0.802.

Changes:
- 40d16/15 support added
- Fixed invisible metal statues
- Fixed strange bridges (both the wonkiness caused by noise and the stretching)
- Improved noise generation/application. Buildings appearing in little depression is somewhat unavoidable I'm afraid (short of disabling geometry noise), but I've added some addition smoothing so it should be less obvious now.
- Fixed some smaller bugs with ramps, falling water, roads etc.
- Empty layers are now trimmed during map-loading to reduce memory overhead and slightly improve performance.
- Fixed cameras

Link: http://dffd.wimbli.com/file.php?id=1272

30
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 10, 2009, 04:49:36 am »
That's an interesting one, I haven't seen it before. What state is the bridge in? ie is it retractable or rasied/lowered and what is it's current position?

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