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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 ... 75 76 [77] 78 79 ... 110

Author Topic: Armok Vision Project, on Hiatus.  (Read 510287 times)

Heretic

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1140 on: November 13, 2016, 10:23:35 am »

But previous version of plugin does n't show stockpiles!
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1141 on: November 13, 2016, 11:34:39 am »

What do you mean when you say that dfhack doesn't load the plug in that comes with the latest Armok Vision?

It will give a warning, but it should still load.
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Heretic

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1142 on: November 13, 2016, 01:48:46 pm »

Nope. It don't show stockpiles!
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Heretic

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1143 on: November 13, 2016, 02:38:31 pm »

Second part of MEGAsiege. I use latest Armok Vision and plugin from previous version.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1144 on: November 14, 2016, 01:51:00 pm »

Why didn't you use the plugin from the new version?

Also, I've become fixated on getting nicely blending grass. I have some ideas that can look pretty good if they work.
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Dirst

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1145 on: November 14, 2016, 02:00:22 pm »

Why didn't you use the plugin from the new version?

Also, I've become fixated on getting nicely blending grass. I have some ideas that can look pretty good if they work.
My thought was to expand the original texture into something 3x wide and tall.

bvb
hoh
bvb


where o is the original, h is horizontally flipped, v is vertically flipped, and b is both.  Then slap the whole thing with an alpha channel that is about 50% opaque at the center and "radiates" in squares out to nothing at the edge.

Hopefully that makes sense, which is a completely different problem of whether it is feasible.
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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!
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1146 on: November 14, 2016, 02:03:51 pm »

I want to generate a grass texture that comes with a special alpha channel where each grass clump is a different opacity. By varying the cutoff where the grass is shown or not, I can gave grass at different densities.
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Heretic

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1147 on: November 14, 2016, 02:34:12 pm »

Why didn't you use the plugin from the new version?

Also, I've become fixated on getting nicely blending grass. I have some ideas that can look pretty good if they work.
It's 43.03 only.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1148 on: November 14, 2016, 07:44:41 pm »

There's three plugins in the new version, one for 43.03, one for 43.05 32 bit, and one for 43.05 64bit.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1149 on: November 15, 2016, 01:52:35 am »

Spoiler: Grass gradients (click to show/hide)

Spoiler: Grass at 50% coverage (click to show/hide)

Which look better?
« Last Edit: November 15, 2016, 02:16:14 am by Japa »
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PeridexisErrant

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1150 on: November 15, 2016, 02:59:53 am »

Second image in the first spoiler.
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CLA

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1151 on: November 15, 2016, 06:55:32 am »

Kind of hard to say without seeing them in context.
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Dirst

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1152 on: November 15, 2016, 01:21:48 pm »

I'm with PE, assuming the brown would be replaced with some other terrain's texture.
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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. 0.14.0 Release!
« Reply #1153 on: November 15, 2016, 01:25:32 pm »

Turns out only one is feasable, so I'm going with that.
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jecowa

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1154 on: November 15, 2016, 01:31:18 pm »

I'm guessing the 50% coverage one is the feasible one. Also, I thought the brown part was a dirt.

Grass gradients:
The one PE pointed out looks like the best one for a border between a grass biome and a dirt biome, but I'm worried it might look bad when tiled. The third one might be better.

Grass at 50% coverage:
These look good for a biome that is 50% grass. If I have to pick these two, I would pick the top one because I'm guessing it would look better when tiled, but I dunno.

I don't really know anything about biomes, though.
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