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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 514178 times)

Megaman_zx

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1545 on: July 26, 2018, 12:41:06 pm »

Spoiler: hmm... (click to show/hide)

It's beautiful!!!

In all seriousness, this is groundbreaking work you are doing, keep it up.
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billw

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1546 on: July 28, 2018, 10:29:20 am »

When I run this the view is obscured by keyboard control layout. How do I get rid of this please?
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1547 on: July 28, 2018, 11:15:38 am »

wait for it to load. It takes a while.
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ScrapHeap

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1548 on: August 05, 2018, 11:46:15 am »

Spoiler: hmm... (click to show/hide)

Looks nice,
However, I am worried that the number of polygons for each element may be too high.
With the expected zoom levels, I would say that much more blockyness could be accepted without compromising the overall look of things.

Are you planning to do separate meshes for clothing, armor, helmets etc?
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1549 on: August 05, 2018, 09:54:53 pm »

Are you planning to do separate meshes for clothing, armor, helmets etc?
I would like to, eventually. Modeling takes time, though.

Spoiler (click to show/hide)

As for the polycount, yeah, I'm still unsure of the direction I want to go with the artwork. The models I have right now look okay, but they take time to do, and I have a lot to get done. However, blocky minecrafty models aren't great either, and are a bit cliche by now. I'll have to work out a compromise somewhere.
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ScrapHeap

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1550 on: August 06, 2018, 03:19:59 pm »

I would stay away from the minecraft look. However, I do think that classic low-poly modelling could look perfectly fine for a model with moving solid meshes (no flexible rigging. If you want more detail later, then use bump- and texture maps to achieve this.
You might look into the worldforge library and see if you can use / modify some assets from there:
https://svn.worldforge.org:886/svn/media/trunk/assets/dural/creatures/biped/
By now, most appears to be created in blender, which was not really available when I was active there.
Anyway: Keep them screenshots coming.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1551 on: August 06, 2018, 09:38:22 pm »

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Dunamisdeos

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1552 on: August 07, 2018, 03:50:54 pm »

Anyway: Keep them screenshots coming.
Okay.




Also wow, quite aside from my poking fun at Cathatman there, those look really spiffy.
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Fleeting Frames

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1553 on: August 08, 2018, 10:43:24 pm »

Well, that clipping gives me vertigo. Neat.

Pvt. Pirate

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1554 on: August 09, 2018, 12:36:05 pm »

Anyway: Keep them screenshots coming.
Okay.




Also wow, quite aside from my poking fun at Cathatman there, those look really spiffy.
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Thundercraft

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1555 on: August 18, 2018, 11:29:43 am »


Aside from a few hiccups like this, I think it's looking good. To have 3D characters at all is rather impressive, especially considering the complications of showing them with custom clothing and equipment. I mean: I understand the point of having a small/short character float above a tall character in the same tile because that'd be one way that players could at least see them. But it's just too silly-looking this way.

Suggestion 1: Instead of having multiple characters in the same tile standing one on top of each other, it would probably look a lot better to have them standing close to each other in close proximity to the tile area and each other. You could, for example, have one character in the center of the tile and the rest in quadrants around the center. Or you could have positions depend on the number of characters in the tile; i.e., if there were 2 then have them stand side by side, if there were 3 have them in a triangle formation, if there were 4... etc.

Suggestion 2: Maybe have the z-coordinate of the 3D model (height) be linked with the character's broadness trait? I'm just imagining that, for example, a dwarf could be depicted has being short and broad by using almost half the z-height as, say, a human, but using nearly identical x and y (width and depth?) as a human. And a skinny, slim elf could be depicted as slim by keeping the height close to norm, but with less width and depth.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1556 on: August 18, 2018, 12:54:07 pm »

Suggestion 1: Instead of having multiple characters in the same tile standing one on top of each other, it would probably look a lot better to have them standing close to each other in close proximity to the tile area and each other. You could, for example, have one character in the center of the tile and the rest in quadrants around the center. Or you could have positions depend on the number of characters in the tile; i.e., if there were 2 then have them stand side by side, if there were 3 have them in a triangle formation, if there were 4... etc.
Actually, in that picture, the baby is literally riding on the shoulders of the mom. However, placement does need work to make it look more natural. Probably have the kid on the back.
Suggestion 2: Maybe have the z-coordinate of the 3D model (height) be linked with the character's broadness trait? I'm just imagining that, for example, a dwarf could be depicted has being short and broad by using almost half the z-height as, say, a human, but using nearly identical x and y (width and depth?) as a human. And a skinny, slim elf could be depicted as slim by keeping the height close to norm, but with less width and depth.
It already is. Overal body as well as individual parts both resized depending on individual traits. Height, broadness, etc.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1557 on: August 20, 2018, 10:22:42 am »



I made the babies positioned a bit better. Also made some clothes. Why is everybody wearing a dress.
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Pvt. Pirate

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1558 on: August 20, 2018, 01:13:19 pm »

i like your humor :D
i also realized, that many creatures wear a dress, no matter what sex.
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Bumber

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.19.0 Release!
« Reply #1559 on: August 22, 2018, 03:31:11 am »

I kind of think it's more like a Byzantine dress, rather than the female-specific kind:
« Last Edit: August 22, 2018, 03:34:49 am by Bumber »
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