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Messages - Baboonanza

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31
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 04, 2009, 02:56:59 am »
is it possible for it to tell the diference between Raised and Lowered Drawbridges?

when mine raise, it seals tight with the wall, so i want to see this
I was going to say 'not yet' because I don't know how it's stored by DF, but actually your question has prompted me to think of a workaround that might work. I'll have a look over the weekend.

32
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 03, 2009, 03:12:43 am »
It'll do bump mapping before too long, it's definitely in the plans. I will probably only implement it in shaders though, so it needs to look decent without it for the basic rendering mode.

Great work by the way, they look fabulous! I'd better start figuring out how to make multi-tile buildings work, they cause problems with the culling at the moment as they can be in multiple map blocks. Hmmm...

As for the engravings, it somewhat depends on how it's structured. I assume there is a vector somewhere that stores engravings sorted by position. If this vector stores the ascii code of the display char (which I consider fairly likely) then it's not too difficult. If tracking a more complicated set of linkages is required then forget about it, it's not worth the effort.

The easiest solution would be to have a list of possible textures/bump maps and to pick one at random. This could then be made more specific later.

33
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 02, 2009, 05:19:21 am »
I have had the same problem with my roads. It seems that this is due to the ground popping up a bit where the roads are, and hence obscuring most of them.
No, I just made a mistake in the loop that sets the road material. I've fixed it my development version.

34
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 02, 2009, 04:15:49 am »
This may be jumping the gun, but a while back I ran a 3D dwarf fortress on the Something Awful forums, - Glodsaga - and I still have all my max files from that. (the only time DF has crashed to an unrecoverable file for me, goddamit.)

Which means I have a model for most of the different workshops, here's an example, the carpenters shop - its 4600 polys, down to 3800 if you take out the sawdust. the only problem is its not properly textured, - all the different colours are different objects with a separate texture applied.



No sure if they would be of any use to you or not, but I thought I could offer the files if you can use them.
Yes please, that looks awesome! 4600 poly isn't too bad, but it would be better if it could be halved. Having different objects with different textures is no problem at all. Needs to be .obj format though.

35
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 01, 2009, 10:42:19 am »
The fortification problem is caused by having a T-junction. I'll fix it ASAP.

Not sure what's going on with the road. And the statues aren't supposed to be able to go diagonal. Thanks for the map, that'll be a time-saver.


36
DF General Discussion / Re: Visual Fortress: another 3D visualisation app
« on: September 01, 2009, 03:28:26 am »
I've uploaded a new verison with bug fixes (v0.801).

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

- Fortifications are fixed
- Missing floor under up/down stair fixed
- Some building orientation/placement issues fixed
- Ceiling thickness can be now be changed (not tested)
- Fixed wood color, improved color determination (copper may be fixed too). This is also fairly untested, I only had a couple of hours to work on this update.
- Size of table/stool increased so that tables are contiguous. You can also set this yourself in Data/Buildings.csv. The last column is a scale percentage (ie. 500 is 500%, which for tables scales them to fit exactly in a 5.0 wide cell).
- Green glass walls/floor should now be opaque
- Properly fixed the Ctrl-R issue. My apologies to smjjames as his woes were entirely my fault for undoing an earlier fix.

Other issues:
- Setting USE_SHADERS=NO makes everything transparent. Tricky one this, and I've only been able to partially fix it so far. It's caused by the multisample anti-aliasing so disabling that will fix the problem. I'd be interested to know if this happens on Nvidia cards that use coverage-sampled anti-aliasing (it will say which is used in the .log file).
- I haven't been able to fix the wonky bridge/noise issue. I've put in code that I'm confident should fix it and it makes no different :(. Setting XY Noise min/max both to 0.0 will mainly fix the issue until I do it properly


37
I would suggest first setting SHADOWS=NO in the .ini file, since the next bit after the end of the log file is to do with shadow initialisation. After that try turning off shaders and anti-aliasing.

Also running it from the command line using 'VisualFortress.exe debug' might give you some more info in the .log file, but no guarantees. Other than that I'm out of ideas.

I have noticed that if I set USE_SHADERS to NO in the .ini file then some objects become semi-transparent, mostly constructed walls and smoothed floors, although smoothed natural walls seems ok.
Look at the bottom screenshot:
Spoiler (click to show/hide)
This one is particularly annoying since I couldn't get glass to render transparently without shaders on my machine! I'm beginning to see why game developers bitch about coding for the PC, grrrr.

38
And let this be a lesson to all prospective developers about the importance of testing your shit properly :D
Watch and learn baby!  :-*

Love the new fortifications! But to reiterate what several others posted:
Spoiler (click to show/hide)

Statues look great as well. Is their direction simply random though?
Spoiler (click to show/hide)

Bridges don't quite line up right...but otherwise they look great!
Here is a retracting-bridge trap I built to trap goblins in a pit:
Spoiler (click to show/hide)

Beds look nice also. Here is my throne room, with bedrooms for nobles in the back and legendary dwarves off to the sides. It may not look like much, but they love it =]
Spoiler (click to show/hide)
Bloody fortifications.
Statues are supposed to face away from the walls. I have no idea why that one statues decided to face the other way, personally I'd be pretty freaked out about that statue looking at me while I slept!
I think the bridge being off is caused by the random noise applied to the terrain (it does XY and Z noise). I should be able to disable it on the tiles around bridges.
EDIT: I see you also get those black polygons  >:( It does look as if it's related to normals/lighting in some way...

And I would always recommend updating graphics drivers if you get random 3D crashes. Otherwise I need to see the VisualFortress.log file. The crashwindow info just tells me it crashed in the graphics driver, but there may have been things that failed earlier in the setup to cause it.

39
Bugger. I just had a flashback of thinking to myself 'I should test the fortifications properly'.

Obviously I forgot :). I'll fix it ASAP (Monday probably)

40
I like the second picture, it looks like some sort of industrial facility.

NEW VERSION RELEASED!(only three weeks late)
Get it here:http://dffd.wimbli.com/file.php?id=1272
Changes:
- Pixel shaders no longer required, plus other fixes. If you had problems running it before please try again now. Shaders can also be disabled in the .ini file if you experience visual anomalies.
- 40d-14 support
- Now displays buildings. Currently this is limited to chairs, tables, windows, bridges (these only appear lowered) and statues. Paved roads are in but I discovered they caused a crash so I've disabled them in the config files. I'll fix this next update.
 More buildings can be added very easily, all I need is the models!
- Material colors are now read from DF memory, so it should work with any modded versions. Some materials may still appear in slightly odd colors, this is because I only use one colour but DF uses two and sometimes I pick the wrong one. If you find any report them.
- Fortifications with stuff above them are rendered as walls with arrow slits. Looks much better this way.
- Added basic lighting controls.
- Many other minor fixes.

Known issues:
- When running without shaders windows don't appear transparent, and glass windows don't appear at all. Sorry, I'll see if I can fix this.
- I've broken the preset cameras somehow.

Thanks to Japa, LordZorintrhox and EvilTwin for contributing models to this release!

I'm away from tonight until Monday but there'll be a bugfix release sometime next week.

Enjoy :)

41
Is there any possibility to check the material type of the object (stone, wood, glass, etc) and apply the texture/model accordingly?
I wish to ask for similar query, especially the difference between a rough stone wall, smooth stone wall, stone block wall and engraved stone wall.
** at least I could not find in matgloss_stone.csv tiletypes.csv **
You can currently differentiate between smoothed and unsmoothed wall. Smoothed walls have tiletypes like 'MAPTILE_STONE_WALL_DET_RD2'
It's also easy to detect engravings, but it doesn't use any special texture for this at the moment, its easy to do so I'll add it soon.
Differentiating between walls built with blocks and walls built with stone is more difficult, additional memory hacking is required. I might add it in the future though.

I also plan on allowing textures to be specified for materials, so marble would look marbled for instance, but this requires both an additional layer of complexity in the material determination process and an additonal texture blending stage during rendering. All for the future.

The door model looks nice but yeah, lose the lock. The only possible issue is that it will be stretched vertically (because tiles in VF are taller than they are wide) so you may want to add more wall above to take this into account.

There is no way to choose the models based on material type (and unlikely to be one for a long time), so models need to look ok with either. If you give the surrounding wall a different submesh/material I can change that to blend in with the map. A special diagonal models would be ideal, but I'll have to add some code to accomodate it.

42
Try again with the next version (after it's released). I think I've fixed the problem, plus I've added in more debugging info.

43
It would be nice togenerate the offsets automatically, but its not something I'm interested enough in to bother doing myself. 0x517A5D has done work in this area.

Barring unexpected issues I'm hopefully posting the next version tomorrow. Here's a picture I just took:
Spoiler (click to show/hide)
It looks a little rubbish because it's running on an ancient Geforce 2! I've added a non-shader rendering path so everyone should be able to run it now :).

44
It's not really a 'manual' process, I just run an app and it dumps them for me. But I guess that's what you meant.

I don't think there is an alternative since buildings are clearly defined by a class heirarchy, with sub-types within that. Even the text to name/decribe them is returned by a virtual function.

45
Not publicly until now:
http://sourceforge.net/projects/visualfortress/

All the source is BSD licensed except for the very few places where I have used other peoples source, where the source is noted and the applicable licence is given.

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