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Author Topic: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support  (Read 373374 times)

Untelligent

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Holy schist, those images look awesome. Hope it'll still run on my aging laptop when the next release is done. I remember my graphics processor having a strong dislike of Visual Fortress's shaders.
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regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Djohaal

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I am currently lacking any interesting forts to render, (downloading the adamnatine spire for the lolz) but if someone has a nice structure, send me a PM and I'll see what magic I can do :)

So I did some stuff. I downloaded skyscrapes, and here it goes:
Spoiler (click to show/hide)

The lateral cutaway is completely broken because 3dsmax can't figure out which volumes are walls and which are empty.

One problem though is the lack of coherency of the geometry as a whole, I tried doing some shaderjobs on vray but even ambient occlusion/dirtmaps had it spazzing like mad and doing funky stuff. (Normals were flipped but looked OK, but I had to reflip them to get it working properly.
« Last Edit: August 25, 2010, 04:43:06 pm by Djohaal »
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

LucasUP

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Ooo, Shiny!  :o Looks so white and pristine.
How long will your computer suffer rendering the adamatine spire?

I could cobble something up poorly in blender if I had good source material as well..hm
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thewonderidiot

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The lateral cutaway is completely broken because 3dsmax can't figure out which volumes are walls and which are empty.

One problem though is the lack of coherency of the geometry as a whole, I tried doing some shaderjobs on vray but even ambient occlusion/dirtmaps had it spazzing like mad and doing funky stuff. (Normals were flipped but looked OK, but I had to reflip them to get it working properly.

Not sure how to remedy the lateral cutaway thing, I'm doing my best to render the fortress optimally for realitme visualizing at the moment, and I have no idea how lateral cutaway works in max.

If you haven't welded / removed duplicate vertices yet, do that. I have to generate a bunch of duplicates in openscenegraph to get things to work properly (it's the required way of doing things, I promise).

Which normals were facing the wrong way? The more specific you can be the better, eg, walls facing north, etc.
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Djohaal

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The lateral cutaway is completely broken because 3dsmax can't figure out which volumes are walls and which are empty.

One problem though is the lack of coherency of the geometry as a whole, I tried doing some shaderjobs on vray but even ambient occlusion/dirtmaps had it spazzing like mad and doing funky stuff. (Normals were flipped but looked OK, but I had to reflip them to get it working properly.

Not sure how to remedy the lateral cutaway thing, I'm doing my best to render the fortress optimally for realitme visualizing at the moment, and I have no idea how lateral cutaway works in max.

If you haven't welded / removed duplicate vertices yet, do that. I have to generate a bunch of duplicates in openscenegraph to get things to work properly (it's the required way of doing things, I promise).

Which normals were facing the wrong way? The more specific you can be the better, eg, walls facing north, etc.

I tried welding but 3dsmax went nuts and make a completely crooked mesh, it can't figure out automatically which ones to keep and which ones to discard, so I end up with something full of holes and fucked up. Wrong normals happen on ramps and all polygons adjacent to them.

Maybe (I know I'm asking too much) you could make a secondary app that genned a single mesh with no duplicates for exporting purposes. As it is the scene is quite dirty to handle.

Don't waste your time with the cutaway thing, it is something on 3dsmax's end. If the geometry was more coherent it would be easier to pick closed loops and cap them though.
« Last Edit: August 25, 2010, 09:26:23 pm by Djohaal »
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

thewonderidiot

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I have absolutely no experience whatsoever with 3DSMax, so I can't really help you there... duplicate removal in Blender seems to work fine though...

I'll check out the normals in the ramp code. I was indeed thinking about having a separate loader that optimizes for export, but that's not top priority for me right now. It'll come eventually though!

EDIT: I drew the normals on a set of ramps in Blender and only found one issue with one of the ramp boundary cases. I didn't see anything wrong with the actual ramps themselves...
« Last Edit: August 25, 2010, 10:04:20 pm by thewonderidiot »
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bartavelle

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Those 3DS shots do look good.
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Djohaal

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I have absolutely no experience whatsoever with 3DSMax, so I can't really help you there... duplicate removal in Blender seems to work fine though...

I'll check out the normals in the ramp code. I was indeed thinking about having a separate loader that optimizes for export, but that's not top priority for me right now. It'll come eventually though!

EDIT: I drew the normals on a set of ramps in Blender and only found one issue with one of the ramp boundary cases. I didn't see anything wrong with the actual ramps themselves...

Maybe the .obj export/import is messing it up..
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Makbeth

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Nice images.

Now you need to train your dwarves in parkour and have them do fast-paced forbidden item hauling on the upper levels while avoiding the hammerers and seeking to eventually bring down the nobles. 
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In the early spring of 143 Diso began wandering the wilds.

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thewonderidiot

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I have absolutely no experience whatsoever with 3DSMax, so I can't really help you there... duplicate removal in Blender seems to work fine though...

I'll check out the normals in the ramp code. I was indeed thinking about having a separate loader that optimizes for export, but that's not top priority for me right now. It'll come eventually though!

EDIT: I drew the normals on a set of ramps in Blender and only found one issue with one of the ramp boundary cases. I didn't see anything wrong with the actual ramps themselves...

Maybe the .obj export/import is messing it up..

I used the .obj import for Blender, here's a screencap of the normals being drawn:
Spoiler (click to show/hide)

That's after duplicate vertex removal, but I didn't see anything wrong with the normals before duplicate removal either.
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thewonderidiot

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Alright, I've been working on materials and vegetation. Here's a preview of what's coming up:


All of the textures on the terrain are being autodetected -- if there's a file with the proper material name, it'll use it as the material for all faces with that material. Almost all of the textures being used in the above image were random things I found on google, so expect the quality of the textures to improve.

Also, as you can see, I still haven't put in lighting. Also, it's just regular texture maps being loaded now -- I still need to put in autodetection and loading of normal maps and shaders. Things are coming along quite smoothly though  :D
« Last Edit: August 27, 2010, 06:31:56 am by thewonderidiot »
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Untelligent

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Those trees look delicious.
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Duane

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Those trees look delicious.
The proper term is deciduous.
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Zebra2

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Very impressive. I very, very eagerly await the next release.

Spoiler (click to show/hide)
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Djohaal

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Most likely it is my duplicate removal that is doing silly stuff.
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.
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