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Author Topic: Dwarf Portrait  (Read 73058 times)

jaked122

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Re: Dwarf Portrait
« Reply #90 on: January 09, 2017, 08:05:22 pm »

Port it?

 :)


Oh boy, I get to delve into Mono.Cairo, which is a bit different than WPF, though it has all of the vector stuff that I think might be necessary.
I might end up copying your communication code and starting from scratch on the rendering code, if that's not an issue for you.
It'd be nice if you had that part isolated so I could use it more like a library, I can get started on that, but I'm not sure I'd be able to refactor that part out of your project and verify it continues to work for you on windows.
Actually, I'm starting to feel a bit pumped up over this, so if I get your permission to take those bits of code out of your project, then I'll get started soon.
 :D

Rose

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Re: Dwarf Portrait
« Reply #91 on: January 09, 2017, 10:50:17 pm »

I released it under MIT for a reason.

Godspeed.
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Ryga_

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Re: Dwarf Portrait
« Reply #92 on: May 08, 2017, 05:33:53 pm »

PTW
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fluffyshambler

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Re: Dwarf Portrait
« Reply #93 on: December 07, 2017, 07:28:00 pm »

Is this dead or are there plans to update it for 44.x?
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Rose

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Re: Dwarf Portrait
« Reply #94 on: December 07, 2017, 10:20:55 pm »

As soon as DFHack is updated, this will work for the new version.

as for plans to update the program itself to add more features, that's something else entirely. I'd like to eventually, but it's a low priority at the moment.
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fluffyshambler

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Re: Dwarf Portrait
« Reply #95 on: December 08, 2017, 02:29:53 am »

Ah cool, forgot it required DFHack.
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Cathar

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Re: Dwarf Portrait
« Reply #96 on: March 11, 2018, 12:11:44 pm »

I was about to propose my humble help into producing assets for Dwarf Portrait. Has your decision to go 3D been taken already?

Rose

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Re: Dwarf Portrait
« Reply #97 on: March 11, 2018, 12:19:35 pm »

It has not. In fact, absolutely no progress on this has been made at all.

That said, a version with proper art assets woud probably be better done in something like Unity.
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Cathar

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Re: Dwarf Portrait
« Reply #98 on: March 11, 2018, 01:01:47 pm »

What kind of proper art assets would you need for such a project, specifically?

Rose

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Re: Dwarf Portrait
« Reply #99 on: March 11, 2018, 07:35:40 pm »

If we go 3d, then 3d models for faces, with morph targets, and clothing models.
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Llamageddon

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Re: Dwarf Portrait
« Reply #100 on: March 13, 2018, 12:44:29 pm »

This looks great. I would actually prefer 2D over 3D, at least to begin with, especially if it is more easily achieved. 2D kind of fits better with the DF theme/mindset IMHO.
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jecowa

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Re: Dwarf Portrait
« Reply #101 on: March 13, 2018, 08:34:39 pm »

I'm guessing the advantage to 3D would be for the eventual incorporation into Armok Vision. And with Japa having lots of 3D experience, 3D might be a more familiar medium for him.
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Rose

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Re: Dwarf Portrait
« Reply #102 on: March 13, 2018, 09:05:47 pm »

All the facial deformations are easier to do in 3D
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Egan_BW

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Re: Dwarf Portrait
« Reply #103 on: March 13, 2018, 09:34:21 pm »

I think 2D probably has a higher chance of looking good, rather than merely functional. Like the randomized faces in Papers, Please.
I suppose there are lots of 3D games where you can change your character's face with sliders and such. Which would fit well with the way DF generates faces, but I don't know if that's only doable by large professional dev teams.
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I would starve tomorrow if I could eat the world today.

Rose

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Re: Dwarf Portrait
« Reply #104 on: March 13, 2018, 10:18:34 pm »

Pretty much all the work for either of them is on the artist, so ultimately it's up to the artist whether its' 2D or 3D
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