Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Rendering DF worlds  (Read 3490 times)

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Rendering DF worlds
« on: October 08, 2008, 10:01:46 pm »



I produced this directly from the exported temperature, elevation and so on. I have designed it to so that I import new maps, too. If you're interested in getting your own version, let me know. I can also change the color scheme. Want magma for oceans?
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

Emperor_Jonathan

  • Bay Watcher
  • GET UP SUCKER
    • View Profile
Re: Rendering DF worlds
« Reply #1 on: October 08, 2008, 10:32:35 pm »

That looks awesome!
Logged

Spoggerific

  • Bay Watcher
    • View Profile
Re: Rendering DF worlds
« Reply #2 on: October 08, 2008, 10:44:28 pm »

What program did you use to make it? One of your own design? Ooh, could you release it?
Logged

snelg

  • Bay Watcher
  • Hoary Marmot Extraordinaire
    • View Profile
Re: Rendering DF worlds
« Reply #3 on: October 08, 2008, 11:40:43 pm »

Wow, that looks really prettyful.  :)
Logged
When there's no more room in the fortress, the cats will walk the earth.
Cancels writing: Interrupted by Hoary Marmot.

Okenido

  • Bay Watcher
  • Loli Advocate
    • View Profile
    • New Various Nonsense
Re: Rendering DF worlds
« Reply #4 on: October 08, 2008, 11:41:46 pm »

Impressive.
Logged

E-mouse

  • Bay Watcher
    • View Profile
Re: Rendering DF worlds
« Reply #5 on: October 09, 2008, 01:03:11 am »

This is awesome.

If there's any way to release the program for it, it'd make a good thing to put alongside 3dDwarf.

Or something like that. I haven't been following much.
Logged

sneakey pete

  • Bay Watcher
    • View Profile
Re: Rendering DF worlds
« Reply #6 on: October 09, 2008, 01:55:49 am »

Is this related to that world machine stuff that happened a while back?

It'd be really nice if there was some way to make roads and towns show up on that. it'd give you a better idea of where the civs (and your new fort) is.
Logged
Magma is overrated.

Spoggerific

  • Bay Watcher
    • View Profile
Re: Rendering DF worlds
« Reply #7 on: October 09, 2008, 10:50:39 am »

Is this related to that world machine stuff that happened a while back?

It'd be really nice if there was some way to make roads and towns show up on that. it'd give you a better idea of where the civs (and your new fort) is.
It probably is, but you'd need to superimpose probably the ASCII map export upon the other maps, which could be a little difficult to do. It would be really cool, though. Hm...
Logged

Davion

  • Bay Watcher
    • View Profile
Re: Rendering DF worlds
« Reply #8 on: October 09, 2008, 12:07:40 pm »

Spill the beans
Logged

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Rendering DF worlds
« Reply #9 on: October 09, 2008, 12:17:50 pm »

If you released a program that would render our worlds like that automagically, it would be awesome.  And we might bake you some cookies.  Chocolate chip.
Logged

Skyrage

  • Bay Watcher
    • View Profile
Re: Rendering DF worlds
« Reply #10 on: October 09, 2008, 12:51:59 pm »

Next step: have this nifty little program render ingame realtime.
Logged

daemoria

  • Bay Watcher
  • [VERTEX_SMITH]
    • View Profile
Re: Rendering DF worlds
« Reply #11 on: October 09, 2008, 04:34:28 pm »

It looks somewhat like a standard 3d package, like 3dstudio max or Maya.
My only quibble is that your 3d plane that you used the displacement maps on has too few subdivisions, and it shows up on the mountains. Either locally sub-divide there, or globally increase the x/z divisions.

Of course I could be completely wrong, and it could be something PTTG?? has whipped up.

Also, very purty world you got there.
Logged
3 <≡Vertex≡>
This is a exceptionally prepared stack of 3 vertex. It forms the shape of a triangle.

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: Rendering DF worlds
« Reply #12 on: October 09, 2008, 07:11:56 pm »

Quite right, daemoria about the subdivisons- I'm looking into a better tool for height/displacement maps.

The program I'm using is Art of Illusion, a free, open-sourse digital hippie love fest. It has the best interface I have ever seen in a 3D modeler.

I could add the tile map on top, if the tiles where square.

I'm still working on it- the area in the mountains and around that sea on the left side of the image are all swamps. Also, it doesn't show lakes yet.
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

pickupsticks

  • Bay Watcher
    • View Profile
Re: Rendering DF worlds
« Reply #13 on: October 12, 2008, 08:49:25 pm »

Looks awesome - very interested in this.

 ;D
Logged

Mithaldu

  • Bay Watcher
    • View Profile
Re: Rendering DF worlds
« Reply #14 on: October 13, 2008, 08:43:32 am »

The program I'm using is Art of Illusion, a free, open-sourse digital hippie love fest. It has the best interface I have ever seen in a 3D modeler.
I'm no professional, but i have a few years experience with AutoCAD, a few months with Cinema4D (back on the Amiga) and recently with the excellent Wings 3D. After having played around a bit with AoI, i can only say: It's the worst pile of shit i have ever seen, especially with how kindergarten-like it seems. It reminds me of cheap 5€ software packages that let one arrange his house in 3D or something.

I am honestly curious when i ask you now: Exactly what about it is good? oO
Logged
Pages: [1] 2