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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


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Author Topic: Armok Vision Project, on Hiatus.  (Read 502309 times)

Meph

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1080 on: October 31, 2016, 05:04:14 am »

I see that the clothing is the same color as in the tileset. Does Armok vision not apply color to the items?

I made them such a pale-bright brown because it gets recolored by DF. If Armok Vision does not, I'd color them a bit differently...
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1081 on: October 31, 2016, 05:12:03 am »

Armok Vision does, actually, recolor the items, but it does it differently than DF does.

DF does multiply blending on the tiles, so everything that's white becomes the color being applied.

AV does overlay blending, which means that grey becomes the color applied, while black and white remain black and white. This means that colors in the tiles tend to remain.

After taking that screenshot, I went through and removed the brown tinge from all the clothes, which gives them a mostly grey sprite.

Unfortunately, currently, AV doesn't have colors for all the clothing materials, so they're all either grey or white.

Spoiler: The clothing now. (click to show/hide)


I just realized now that AV doesn't show the state colors for items as a backup. I'll go and fix that now.


« Last Edit: October 31, 2016, 05:25:11 am by Japa »
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1082 on: October 31, 2016, 12:16:48 pm »

Spoiler: Here we go! Dyes! (click to show/hide)
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Dirst

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1083 on: October 31, 2016, 12:28:37 pm »

That looks awesome.  I especially like the microcline Fleur-de-lys on each bed :)

Turning flat tiles into 3D models is a tad too much work, but would it be possible to extrude the non-transparent tiles a bit to give the flat objects at least a bit of depth?  One sticking point would be pixelated diagonal edges that drive up the polygon count (unless there's a magical way to detect that and smooth the edge).
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1084 on: October 31, 2016, 12:30:49 pm »

Extruding the sprites would be way too much work to get working well, and would have too high of a polycount.

I'd rather stick to what I'm doing now, where I have a least a flat sprite for everything, than a proper model for what I can manage.
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Dirst

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1085 on: October 31, 2016, 12:43:06 pm »

Extruding the sprites would be way too much work to get working well, and would have too high of a polycount.

I'd rather stick to what I'm doing now, where I have a least a flat sprite for everything, than a proper model for what I can manage.
Does a bump texture count as polygons?  If not, the simplest way would be to copy the alpha channel to a bump map.  Though even if it doesn't increase the official polygon count, it has to have a performance hit somewhere.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1086 on: October 31, 2016, 12:44:27 pm »

You'd need to make a separate bump map for each one.
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Dirst

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1087 on: October 31, 2016, 12:45:45 pm »

You'd need to make a separate bump map for each one.
Gah, thought you might be able to use an offset like a texture.  I think my rank ignorance of all things 3D is showing :)
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1088 on: October 31, 2016, 12:53:25 pm »

Yeah, there's pretty much no way to magically get some sort of shape out of a sprite without pretty much just re-drawing the sprite.
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Dirst

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1089 on: October 31, 2016, 12:56:51 pm »

Yeah, there's pretty much no way to magically get some sort of shape out of a sprite without pretty much just re-drawing the sprite.
I'm assuming that hovering the flat texture a hair above the floor looks as stupid as I'm imaging.  So you did the right thing from the start, which is why we're much better off that you're in charge of AV  :D

Edit: Dirst needs new glasses.
« Last Edit: October 31, 2016, 01:04:21 pm by Dirst »
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1090 on: October 31, 2016, 12:59:58 pm »

But hovering the a flat texture a hair above the floor is what I'm doing...
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Dirst

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1091 on: October 31, 2016, 01:03:52 pm »

But hovering the a flat texture a hair above the floor is what I'm doing...
I was looking at the dim picture with the dyes, the full daylight ones do show some depth.  Nicely done.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1092 on: October 31, 2016, 01:09:16 pm »

And now for something completely different:

Spoiler: Cages (click to show/hide)

I'd like to show the creatures inside them, but I'm not sure how I'll do that yet.
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Heretic

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1093 on: October 31, 2016, 01:17:10 pm »

Probably I mess something, but why you can't use stonesense-style of sprites?
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.12.0 Release!
« Reply #1094 on: October 31, 2016, 01:17:55 pm »

What do you mean by stonesense-style, exactly?
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