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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 ... 19 20 [21] 22 23 ... 110

Author Topic: Armok Vision Project, on Hiatus.  (Read 510233 times)

Max™

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #300 on: August 10, 2015, 04:47:29 pm »

Well I just realized you're a bastard for making me want a first person dwarf fortress with all the interactions and creatures and everything in place.
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Timeless Bob

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #301 on: August 12, 2015, 06:18:33 pm »

Do you need some help creating 3-d assets for this program?  I'm pretty good using Sketchup to make them for versions of my fortresses, but I'm not very good at the programming aspect, so I've been relegated to making still-life dioramas by hand.  (Which is a slow, repetitious process at best.)  However, I have found that ramps can just be repainted to look like stairs, which makes travel along them much easier, since it's just one plane of occlusion again.  Also, if the floors become 1/8 of a block thick, it allows for trap-doors and various other elements to be inset quite easily using a "lip" to contain the hinges/locks.
« Last Edit: August 12, 2015, 06:23:57 pm by Timeless Bob »
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L33tsp34k does to English what Picasso did to faces.

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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #302 on: August 13, 2015, 12:44:24 am »

Modeling is always helpful. You can try out already, actually.

All the model files used for the terrain are stored in Armok_Vision_Data/StreamingAssets/TileMeshes, with an xml file saying what goes where.

One extra step you have to do from sketchup though is open the file with a text editor, and rename the mesh groups (the lines starting with a single g, and then some names) to one of these options:

Code: [Select]
    StaticMaterial
    BaseMaterial
    LayerMaterial
    VeinMaterial
    NoMaterial
    StaticCutout
    BaseCutout
    LayerCutout
    VeinCutout
    Growth0Cutout
    Growth1Cutout
    Growth2Cutout
    Growth3Cutout
    NoMaterialCutout

These set where the model gets the textures from. If it's not named one of these, then it won't be used.
The cutout ones are for textures that can have holes in them, like the foliage textures, or floor grates.

I'm using a tile size of 2x2x3 meters, with floors being 0.5m thick. You can use whatever units you want to in sketchup, but you must export it in meters.
Also beware of the blue side of the faces in sketchup. that side isn't drawn in AV.
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Scoops Novel

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #303 on: August 13, 2015, 02:14:41 pm »

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Rose

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« Last Edit: August 14, 2015, 07:23:39 am by Japa »
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lethosor

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #305 on: August 14, 2015, 08:22:16 am »

Nice!

Are you planning to remove the "New Text" label, by the way?
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #306 on: August 14, 2015, 09:10:28 am »

Never.
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Timeless Bob

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #307 on: August 14, 2015, 09:37:45 am »

I wonder if the distantvision map could be made into a 3d mesh of its own using the greyscale provided in Legends mode?  (Basically a spinnable version of Isoworld, or that other one... the "blocky map app".)
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L33tsp34k does to English what Picasso did to faces.

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Timeless Bob

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #308 on: August 14, 2015, 09:41:52 am »

Modeling is always helpful. You can try out already, actually.

All the model files used for the terrain are stored in Armok_Vision_Data/StreamingAssets/TileMeshes, with an xml file saying what goes where.

One extra step you have to do from sketchup though is open the file with a text editor, and rename the mesh groups (the lines starting with a single g, and then some names) to one of these options:

Code: [Select]
    StaticMaterial
    BaseMaterial
    LayerMaterial
    VeinMaterial
    NoMaterial
    StaticCutout
    BaseCutout
    LayerCutout
    VeinCutout
    Growth0Cutout
    Growth1Cutout
    Growth2Cutout
    Growth3Cutout
    NoMaterialCutout

These set where the model gets the textures from. If it's not named one of these, then it won't be used.
The cutout ones are for textures that can have holes in them, like the foliage textures, or floor grates.

I'm using a tile size of 2x2x3 meters, with floors being 0.5m thick. You can use whatever units you want to in sketchup, but you must export it in meters.
Also beware of the blue side of the faces in sketchup. that side isn't drawn in AV.

OK, I'll start putting some of the furniture and workshops together.  Fortunately, I already model using the metric system, so that should be rather straightforward.
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L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
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Bloodlines of the Forii

Heretic

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #309 on: August 14, 2015, 01:54:04 pm »

I wonder if the distantvision map could be made into a 3d mesh of its own using the greyscale provided in Legends mode?  (Basically a spinnable version of Isoworld, or that other one... the "blocky map app".)
Probadly u can try to rebuild legends viever aspart of this app... with autolabeling of intresting historical places...
Dreams, sweet dreams...
P.S. You need to know that unity has included tree generator and i think  u can use it to make better trees...
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #310 on: August 14, 2015, 02:02:39 pm »

I can make better trees, sure.

But will they be DF trees?
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PeridexisErrant

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #311 on: August 14, 2015, 09:27:12 pm »

https://youtu.be/vCwcbEn7ayc

 :o  What.

That's amazing!  How does it work?  Where is the information coming from?  Can you get the data of the detailed legends mode maps, and/or the city and town maps?  How about generation of appropriate vegetation etc. just off the map, to have it look seamless(ish)?  Could moving armies eventually be displayed in the correct place?  This is crazily exciting  :D :D  (I know most of that is way off if it every happens, but...)
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Heretic

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #312 on: August 15, 2015, 12:24:27 am »

I can make better trees, sure.
 
But will they be DF trees?
I know that u meant, but my idea in this way too. Df trees must be cube-like? No?  Then watch - this generator a programable, so u can give to it program to gemerat tre based on knowlege u export from df...
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #313 on: August 15, 2015, 03:05:15 am »

Spoiler (click to show/hide)
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Max™

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Re: Armok Vision Project, or realtime 3D dwarf fortress Updated 2015-07-04
« Reply #314 on: August 15, 2015, 04:15:50 am »

Now the name makes sense, though I will think of it as Japavision because you are a god!
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