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Author Topic: Fortress Overseer 0.70.1 - !Open Source! 3D Visualizer - 31.25-34.11 Support  (Read 373591 times)

Rose

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Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
« Reply #330 on: March 25, 2011, 12:55:05 am »

3) Sketchup's scale and the Blender scale are drastically different.

Blender has a scale? I wasn't aware.

It's either Blender's default scale assumption or COLLADA's default handling of measurement units, I'm not entirely sure which. But yes, all 3D modeling programs have a default scale. It's not something that gets noticed unless you try to convert something. In the past I've wound up with 300 ft beds, etc, so I knew to watch out for it.

No, what I mean is that I've never seen any indication of any kind of scale inblender at all, it just uses generic units that only mean what you think they do.

they could be feet, inches, or kilometers, and blender itself wouldn't be able to tell the difference.

unless this is a newer version of blender that actually uses units, that is.
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Ethicalfive

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Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
« Reply #331 on: March 26, 2011, 10:24:34 am »

I think blender uses blender units. Which are not a real measurement. Converting from sketchup to blender does make for some gigantic models, but it's simple to scale, so I don't see how it's an issue at all.. I mean, your going to have to clean up the model likely after importing anyway right?
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Urist McMiner Unearths a strange pad. He trembles as he inspects it's time saving features. Knowing no 1 dwarf must posess this power, he quietly drops it into the nearest chasm and never speaks of it again.DwarfPad

Ghills

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Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
« Reply #332 on: March 26, 2011, 09:08:56 pm »

I think blender uses blender units. Which are not a real measurement. Converting from sketchup to blender does make for some gigantic models, but it's simple to scale, so I don't see how it's an issue at all.. I mean, your going to have to clean up the model likely after importing anyway right?

This is what I was referring to - SketchUp handles decimals of measurement units differently than Blender, so Blender winds up thinking that there are many more full-sized measurement units than SketchUp does. Sorry for being confusing. 

Is it simple to scale a model in Blender? I can't figure out how. I can't figure out how to do most things in Blender. Every time I try to use it I feel like I'm being slowly sucked into an whirlpool of gibbering insanity.
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I AM POINTY DEATH INCARNATE
Ye know, being an usurper overseer gone mad with power isn't too bad. It's honestly not that different from being a normal overseer.
To summarize:
They do an epic face. If that fails, they beat said object to death with their beard.

Sexy Mustard

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Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
« Reply #333 on: March 26, 2011, 09:38:39 pm »

I have completed writing new, CG shaders for skyX so that it can be openGl compatible so expect that next release :D
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Ghills

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Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
« Reply #334 on: March 26, 2011, 10:53:30 pm »

I have completed writing new, CG shaders for skyX so that it can be openGl compatible so expect that next release :D

 :D
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I AM POINTY DEATH INCARNATE
Ye know, being an usurper overseer gone mad with power isn't too bad. It's honestly not that different from being a normal overseer.
To summarize:
They do an epic face. If that fails, they beat said object to death with their beard.

Akomis

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Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
« Reply #335 on: March 27, 2011, 08:21:21 am »

this is fantastic program, i was astonished when looked at my fortress in 3D first time. But now i play DF v31.23, and lack for possibility to look on my beloved fortress in all its beauty. When version compatible with 0.31.23 can be expected?
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Deon

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Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
« Reply #336 on: March 27, 2011, 08:28:03 am »

Do you mean 0.31.24?
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Akomis

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Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
« Reply #337 on: March 27, 2011, 10:11:16 am »

oh, i love this game. Nowhere else your post could go out of date, because new version was released when you was typing))
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thewonderidiot

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Re: Fortress Overseer v0.51 - 3D Visualizer - bugfix release (see 1st post)
« Reply #338 on: March 27, 2011, 12:23:22 pm »

this is fantastic program, i was astonished when looked at my fortress in 3D first time. But now i play DF v31.23, and lack for possibility to look on my beloved fortress in all its beauty. When version compatible with 0.31.23 can be expected?
Do you mean 0.31.24?
oh, i love this game. Nowhere else your post could go out of date, because new version was released when you was typing))

Here is a Memory.xml that will make the latest release work with 31.24. Sorry I didn't put it up sooner, I was waiting for the release frenzy to die down a bit. But this will support 31.22 up through 31.24.

So, new stuff. I'm pretty sure the GUI stuff is almost done in terms of functionality for the next release -- might need some cleaning up before it's done, but it's working. I also finished the Memory.xml auto-updater, so this problem with needing to download new Memory.xml's manually will go away  ;) Right now I'm working on cleaning what I have, then I'm moving on to attaching to DF and, of course, the new geometry generator. So stay tuned :D
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Akomis

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thanks a lot  :)
and i noticed one moment - changing time of day is very beautiful, but it will be very useful to have some sort of slider for pausing its natural run and manual setting needed state. I can give at least 2 situations when it is needed:
1) getting screenshots in certain lighting type
2) watching underground rooms - during night time i couldn`t see anything
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thewonderidiot

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thanks a lot  :)
and i noticed one moment - changing time of day is very beautiful, but it will be very useful to have some sort of slider for pausing its natural run and manual setting needed state. I can give at least 2 situations when it is needed:
1) getting screenshots in certain lighting type
2) watching underground rooms - during night time i couldn`t see anything

The scroll wheel on the mouse changes how fast time passes. You can use that to effectively stop time. Alternatively, if you don't want time to pass at all, you can set the time multiplier in overseer.ini to 0.
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Akomis

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thanks, i see. I havent found these options
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DrKillPatient

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Is there a way to define where the DF process is running from? I can emulate this program on OSX and it works fine when starting up, but it can't link into DF that way, so I can't load my maps.

EDIT: Actually, maybe it doesn't even emulate right. Doesn't continue after Ogre's settings are applied for the first time...
« Last Edit: March 28, 2011, 09:55:35 pm by DrKillPatient »
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"Frankly, if you're hanging out with people who tell you to use v.begin() instead of &v[0], you need to rethink your social circle."
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I've written bash scripts to make using DF easier under Linux!

thewonderidiot

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Is there a way to define where the DF process is running from? I can emulate this program on OSX and it works fine when starting up, but it can't link into DF that way, so I can't load my maps.

EDIT: Actually, maybe it doesn't even emulate right. Doesn't continue after Ogre's settings are applied for the first time...
Not as far as I know. DFHack doesn't support OSX. Your best bet would be running everything in Parallels, I think. I'm not that sure about emulation in OSX though...
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thewonderidiot

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Re: Fortress Overseer v0.51 - 3D Visualizer - 31.25 Support (see 1st post)
« Reply #344 on: March 31, 2011, 09:24:42 pm »

I updated the link in the first post with a Memory.xml that works with 31.25 for those who haven't found one yet. I've been getting absolutely railed by school recently, and I've got a job that I need to put time into as well, so progress on the new build has been a bit slow. I've been working on fixing up the threading model, and it should be done by the end of the weekend, no doubt. Once that's done, it'll be about time to head into the geometry generator full force.  :)
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