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Poll

What OS do you use Armok Vision on?

Windows 10
- 152 (49.8%)
Windows 7
- 77 (25.2%)
OSX
- 18 (5.9%)
Linux
- 45 (14.8%)
Other
- 13 (4.3%)

Total Members Voted: 305


Pages: 1 ... 45 46 [47] 48 49 ... 110

Author Topic: Armok Vision Project, on Hiatus.  (Read 499746 times)

Roses

  • Bay Watcher
    • View Profile
Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #690 on: April 04, 2016, 10:15:56 am »

This is looking great!
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expwnent

  • Bay Watcher
    • View Profile
Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #691 on: April 04, 2016, 07:15:26 pm »

How did you get a volcanic glacier you bastard! :P

Looking good!
Logged

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #692 on: April 04, 2016, 10:01:19 pm »

Code: [Select]
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[PS_SV:100:80:0:80:100:100:100:80:0:80:100:80:80:100:100:100:80:80:80:80:80:80:100:100:80:0:80:80:80:80:80:100:80]

All the evil volcano glaciers you could ever want to play with.
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expwnent

  • Bay Watcher
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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #693 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!
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #694 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.
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Ducimtabar

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #695 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.

And here is my model in the 3DS Max.


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.
« Last Edit: April 08, 2016, 10:28:00 am by Ducimtabar »
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #696 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.
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Ducimtabar

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #697 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...

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.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #698 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)
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Ducimtabar

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #699 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.
« Last Edit: April 08, 2016, 11:34:20 am by Ducimtabar »
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #700 on: April 08, 2016, 11:51:02 am »

Things that have a different smoothing group in 3ds max are split in Armok Vision.
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Ducimtabar

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #701 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
« Last Edit: April 08, 2016, 12:27:36 pm by Ducimtabar »
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #702 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.
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Ducimtabar

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #703 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.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.8.0 Release!
« Reply #704 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.
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