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Messages - Deto

Pages: 1 ... 4 5 [6]
76
DF General Discussion / Re: Where did you start in?
« on: October 29, 2007, 07:36:00 pm »
INTERESTING! The humans don't really care about me. I just reclaimed their weapon storage and they're now piling up in my own  :D

Future: Press printscreen in your keyboard, then paste image to some imageediting software, even paintbrush will do  :D


77
DF General Discussion / Re: Where did you start in?
« on: October 29, 2007, 07:32:00 pm »
Or if I ran out of beds, I can always put dwarves to sleep in human beds... Infact, I just noticed I can just designate human beds as dwarven barracks  :D Or better yet! I can just remove them from their rooms and put them in my fortress! Free defence! Free stuff! Dwarven heaven!  :D

78
DF General Discussion / Where did you start in?
« on: October 29, 2007, 07:20:00 pm »
Me myself, I started in my ideal lovely location... behind the local human inn. Infact, between the inn and tavern. Some small stairs leading down in to the dwarven... mudbox..   :D

 :D

[ October 29, 2007: Message edited by: Deto ]


79
DF General Discussion / Re: Oceans are awesome
« on: October 29, 2007, 07:50:00 pm »
LOL!

Drink water covering (right eye) XDD


80
DF General Discussion / Re: 3Dwarf Visualizer - a tool to view maps in 3D
« on: December 28, 2007, 11:55:00 am »
Symmetry:

From ~1-2 year old game art book  :) But yeah, I'm talking about average at the sametime, with shaders, with all types of maps, and with LOD mesh. As in distant objects count for less. 150k triangles drawn at the sametime, visible on the screen. Of course if you drop out shaders and maps, you can handle much more triangles with ease. Its not like its something you HAVE to have, just a suggestion for environment artists on the book.

Sure, engines can draw more, but there's a limit where things start to look bad for requirements. Think Crysis.


81
DF General Discussion / Re: 3Dwarf Visualizer - a tool to view maps in 3D
« on: December 28, 2007, 05:28:00 am »
Sinoth, I meant 150 000 tris drawn at the sametime to the screen. If you can get openGL only bother with visible tris, then it'll be able to handle waaaaay more. And also, considering the 3Dwarf Visualizer probably won't be using physics, great deal of shaders, special maps and so on... I doubt you'll be hitting the limit soon  :)

Now, as the visualizer is 'static' (as in not for gaming), you could, if you haven't already figured it out (and gotten it work), try to build some sort of automatic welding of polygons. Sort of... you've got two land squares next to each other, as they all have six faces (like a square!  :)


82
DF General Discussion / Re: 3Dwarf Visualizer - a tool to view maps in 3D
« on: December 27, 2007, 11:00:00 pm »
It ALWAYS sounds so damn lame ass to say that 'I know this because I've done this and that', but...  :) The 3Dwarf Visualizar rocks! Its brilliant!  :D

83
DF General Discussion / Re: I just captured a live dragon: how do I tame?
« on: November 03, 2007, 04:18:00 am »
Especially if the cage is linked to lever  :D

84
DF General Discussion / Re: Dual Volcano seed
« on: November 03, 2007, 04:20:00 am »
oooh... its not a volcano?  :)

Btw, what's the difference between deep red and light red ^?


85
DF General Discussion / Re: Dual Volcano seed
« on: November 02, 2007, 07:53:00 pm »
edit: Oops, should read first, post then   :)

edit2:

This is the approx location of the sites. The orange is the volcano, the blue is the pit (chasm). They both reach almost the highest levels of the mountain and go waaaay deep  :)

[ November 02, 2007: Message edited by: Deto ]


86
DF General Discussion / Dual Volcano seed
« on: November 02, 2007, 07:08:00 pm »
Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other  :)

Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm...  :D


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