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What OS do you use Armok Vision on?

Windows 10
- 153 (50%)
Windows 7
- 77 (25.2%)
OSX
- 18 (5.9%)
Linux
- 45 (14.7%)
Other
- 13 (4.2%)

Total Members Voted: 306


Pages: 1 ... 26 27 [28] 29 30 ... 110

Author Topic: Armok Vision Project, on Hiatus.  (Read 502287 times)

Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #405 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.
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mifki

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #406 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)?

Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #407 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.
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mifki

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #408 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.

Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #409 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.
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Pvt. Pirate

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #410 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
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Heretic

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #411 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 ;)
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #412 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.
« Last Edit: September 19, 2015, 02:03:13 am by Japa »
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #413 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.
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Max™

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #414 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?
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #415 on: September 19, 2015, 12:58:22 pm »

It doesn't follow the player yet.
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Clownmite

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #416 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
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Max™

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #417 on: September 19, 2015, 07:26:07 pm »

"Yet"... still damned awesome that it even handles the fast travel transition properly.
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Timeless Bob

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #418 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.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. Hotfix Update!
« Reply #419 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
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