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Poll

Which ramp style is your favorite?

A) Angled Square
- 30 (31.3%)
B) Smoothed Square
- 21 (21.9%)
C) Angled Circle
- 39 (40.6%)
D) Smooth Circle
- 6 (6.3%)

Total Members Voted: 95


Pages: 1 ... 6 7 [8] 9 10

Author Topic: 3D GUI for DF [Discussion & Development]  (Read 54027 times)

Solifuge

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Re: 3D ISO GUI for DF [Discussion & Development]
« Reply #105 on: October 05, 2009, 03:35:11 am »

These tiles aren't intended for use in the official Dwarf Fortress executable, but as an aftermarket visual enhancer. Discontinue use if experiencing irritability, mood swings, or spontaneous beard growth. This product and these statements are not evaluated by Bay 12 Games, or Tarn Adams.

Also, no more silly arguments, name-calling, or poop-flinging please! The thread is for discussing the feasibility or stupidity of a Graphical Interface to lay on top of the DF executable.


Poll Time! From whatever standpoint you wish, utility, beauty, or otherwise, which of the following ramp styles do you like the best?
« Last Edit: October 05, 2009, 03:56:40 am by Solifuge »
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tefalo

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Re: 3D GUI for DF [Discussion & Development]
« Reply #106 on: October 05, 2009, 04:41:45 am »

Hmm... I pick A. Second place goes to C.
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Andir

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Re: 3D ISO GUI for DF [Discussion & Development]
« Reply #107 on: October 05, 2009, 04:41:59 am »


My votes go to A or C ... I'm not a fan of the rotund hills which I will now deem nippills.  (nipple hills)

C is fairly common, and B/D look like they could be hard to differentiate.  What happens to them when you have a valley?  Or the following height map...
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"Having faith" that the bridge will not fall, implies that the bridge itself isn't that trustworthy. It's not that different from "I pray that the bridge will hold my weight."

jonask84

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Re: 3D GUI for DF [Discussion & Development]
« Reply #108 on: October 05, 2009, 06:19:28 am »

This one is always a bitch
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Single tile ramps, like the one in the middle, is going to be hard. I'm having trouble even visualizing them..
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Solifuge

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Re: 3D GUI for DF [Discussion & Development]
« Reply #109 on: October 05, 2009, 08:24:32 am »

I've not got all the possible ramp combos done, but I have enough for at least 90% of Ramps in the above styles.

I kinda like the smoothing effect of B and D, particularly because it shows the ramps to the top-right and top-left of the peak, unlike the angled variants. Also, the circular ones (C and D) are personal favorites, if just because it renders much more natural-looking hills. Any love for them?

Also in the process of remastering the tiles:
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Rose

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Re: 3D GUI for DF [Discussion & Development]
« Reply #110 on: October 05, 2009, 09:04:37 am »

Looking good, solifuge.
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CobaltKobold

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Re: 3D GUI for DF [Discussion & Development]
« Reply #111 on: October 05, 2009, 11:26:59 am »

Mind you get larger diagonal ramps looking right for C (which has my vote)

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Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Vince

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Re: 3D GUI for DF [Discussion & Development]
« Reply #112 on: October 05, 2009, 12:12:03 pm »

To be honest, I rather dislike the even space in C and D.
Maybe it's just the mockup - I'd love to see those for four variants in a hilly landscape or something. :)
« Last Edit: October 05, 2009, 01:02:52 pm by Vince »
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CobaltKobold

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Re: 3D GUI for DF [Discussion & Development]
« Reply #113 on: October 05, 2009, 12:29:07 pm »

SC2000 didn't have those spaces, iirc. And yeah, I don't like either.
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Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

Footkerchief

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Re: 3D GUI for DF [Discussion & Development]
« Reply #114 on: October 05, 2009, 12:56:25 pm »

Maybe it's just the mockup - I'd love to see those for variants in a hilly landscape or something. :)

This is an interesting point -- it wouldn't be difficult to change the ramp style based on the tile type.  Natural rock/earth could use a "smooth" style like B, and constructed ramps could use a more angular style like A.
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Slogo

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Re: 3D GUI for DF [Discussion & Development]
« Reply #115 on: October 05, 2009, 01:01:39 pm »

I think you make a good point about not being able to see the top left and top right ramps in that situation, so I'd vote B but with some adjustments. It seems problematic to not have all ramps in the same direction be the same size/shape.

Vince

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Re: 3D GUI for DF [Discussion & Development]
« Reply #116 on: October 05, 2009, 01:06:53 pm »

Maybe it's just the mockup - I'd love to see those for variants in a hilly landscape or something. :)

This is an interesting point -- it wouldn't be difficult to change the ramp style based on the tile type.  Natural rock/earth could use a "smooth" style like B, and constructed ramps could use a more angular style like A.

I just noticed my typo: I just wanted to see all four variants "in use".

About your idea: I think you should be able to construct both variants, just because ... well just because you can. :D
And some people like full control about their esthetics. I'd second smoothed as default for natural ramps, though.
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Solifuge

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Re: 3D GUI for DF [Discussion & Development]
« Reply #117 on: October 06, 2009, 03:31:12 am »



There's a comparison of the two most popular styles. The terrain is exactly the same, but each report different bits of information. Also, here's a few more spoilers for the revamped tile set.


« Last Edit: October 06, 2009, 04:19:18 am by Solifuge »
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Impaler[WrG]

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Re: 3D GUI for DF [Discussion & Development]
« Reply #118 on: October 06, 2009, 03:39:14 am »

C seems to me to be more easily understood, good mock-ups though they provide a good contrast.  A might still be desirable for constructed surfaces but C is clearly better on natural hills.
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Khazad the Isometric Fortress Engine
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DennyTom

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Re: 3D GUI for DF [Discussion & Development]
« Reply #119 on: October 06, 2009, 04:00:47 am »

Yes, C is definitely more clear.

Also love the tileset images.
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It is so much easier to measure life in experience points...
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