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Editing Utility Talk:Obsidian/Art
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* One way of handling the infinite-packing-of-items/creatures-into-a-tile is to pick the most important object (one of the dragons instead of one of the 500 barrels, say) and only render that single object. If the chosen object is larger than a cube (like a dragon), we can scan the surrounding cells to see how much space we have available and then try and scale the model up to its real size. We could also have contextual models - a dragon in the open will rear up and spread it's wings, but in a tunnel will stay low to the ground with its wings folded flat. Just a thought... [[User:Skeggox|No fort is complete without magma... and water... and then some FUN.]] 20:05, 11 June 2010 (UTC) | * One way of handling the infinite-packing-of-items/creatures-into-a-tile is to pick the most important object (one of the dragons instead of one of the 500 barrels, say) and only render that single object. If the chosen object is larger than a cube (like a dragon), we can scan the surrounding cells to see how much space we have available and then try and scale the model up to its real size. We could also have contextual models - a dragon in the open will rear up and spread it's wings, but in a tunnel will stay low to the ground with its wings folded flat. Just a thought... [[User:Skeggox|No fort is complete without magma... and water... and then some FUN.]] 20:05, 11 June 2010 (UTC) | ||
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== Procedurally Generated Models == | == Procedurally Generated Models == | ||
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* Hell yeah. I was also thinking of stamping engraving designs into the base texture and bump maps for engraved walls/floors, to get a kind of bass-relief effect going, but that will have to wait until the DFHack guys figure out where engravings are stored in DF's memory. [[User:Skeggox|No fort is complete without magma... and water... and then some FUN.]] 19:58, 11 June 2010 (UTC) | * Hell yeah. I was also thinking of stamping engraving designs into the base texture and bump maps for engraved walls/floors, to get a kind of bass-relief effect going, but that will have to wait until the DFHack guys figure out where engravings are stored in DF's memory. [[User:Skeggox|No fort is complete without magma... and water... and then some FUN.]] 19:58, 11 June 2010 (UTC) | ||
--[[User:Crunch|Crunch]] 17:03, 11 June 2010 (UTC) | --[[User:Crunch|Crunch]] 17:03, 11 June 2010 (UTC) | ||
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== Textures == | == Textures == | ||
Here's a neat free [http://www.dualheights.se/caustics/ caustics texture generator] that I found recently. It'd probably come in handy for underground environments that have water involved (to simulate light reflections on the walls and roof, and for the light that hits the ground under the surface of the water). And it's free. --[[User:Crunch|Crunch]] 17:18, 11 June 2010 (UTC) | Here's a neat free [http://www.dualheights.se/caustics/ caustics texture generator] that I found recently. It'd probably come in handy for underground environments that have water involved (to simulate light reflections on the walls and roof, and for the light that hits the ground under the surface of the water). And it's free. --[[User:Crunch|Crunch]] 17:18, 11 June 2010 (UTC) | ||
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