Overseer 0.15 is out!Changes v0.15
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-Added an option for backface culling which can help performance and allows you to see directly into caverns from outside.
-Added a robust material system that detects the presence of proper texture images in /materials/images/. Image name must be material_name.bmp. When in doubt about what name a material should have, check out the material dump program from DFHack, or ask.
-Made it so that geometry is colored with the colors from Stonesense, thanks to Japa. The colors directory is an exact copy of the one in stonesense, so any changes there can just be copied directly across.
-Added in support for plants and trees. I've only included two trees as good-looking tree models are hard to find. They can be pretty easily added though. The format is, for example, acacia_tree.ive. For non-tree plants (trees include towercaps and such), you'll see _shrub.ive after the plant name instead of _tree.ive. Plant names can get confusing, so check out treedump from DFHack if you have any problems figuring out what to name a model.
-Added a skybox. It's stored in /materials/images/skybox as six images, so it can be easily swapped out for a different one.
-Redid the world lighting. It might not be obvious but it's more flexible now and will allow having a light attached to the shadow for dark renderings.
I think the list of changes pretty much covers everything, but as always, if you have any questions, just ask! Here's a couple of images from this release:
This shows the two trees that I've included, as well as the sample textures for the ground in my embark.
Here's a zoomed out shot with backface culling enabled, so you can see all of the minerals in the caverns.
EDIT: Forgot to mention, F1 toggles the FPS in the top left of the screen, though you'll get error messages about fonts (I haven't built truetype into my copy of OSG yet so it complains, but it works).
Also, the acacia_tree.ive file I've included is actually a Chestnut tree (so it should be chestnut_tree.ive). It's not really a big deal, I just had it changed for the pictures and forgot to change it back.
And a note about the ive format. It's OSG's binary format, and loads the fastest and works best with OSG. You can convert other model types into ive using osgconv, which you can get with a binary release of OpenSceneGraph.
Oh and, the textures included aren't meant to be final. In fact most of them came from google image search <_<. If you have any good textures though, feel free to post them so I can put them in the official release, and so others can use them before I do so!