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Editing Utility Talk:Obsidian/Art

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* Hmm, first let's use metric for universality's sake. For the R problems, I beleive this will need a good bunch of empirical tinkering so we can come up with a sensible value. The problem is that even if the DF tiles were perfectly cubic, stuff would look weird as terrain, stairs and construction ramps would be damn 45° inclines (not bad if you wanna make a norse church though). A smaller than one R would probably be closer to realistic approaches, however it would make stuff such as chairs, beds, tables and barrels look incredbly small and isolated from each other. What we can know of the size of each DF hypercell is that they are divided in-game on 7 levels, which are its water level gradient. We could infer the rough height of each cell (which is quite small it seems.) A possible way of solving such problems would be giving the end-user control over the R. This would involve making most tile-centered geometry dynamic, which could get messy to make stairs geometry, however it would suit everyone's tastes. The problem with the lonely isolated barrel would be solved with my next idea.--[[User:Djohaal|Djohaal was here.]] 02:38, 13 June 2010 (UTC)
 
* Hmm, first let's use metric for universality's sake. For the R problems, I beleive this will need a good bunch of empirical tinkering so we can come up with a sensible value. The problem is that even if the DF tiles were perfectly cubic, stuff would look weird as terrain, stairs and construction ramps would be damn 45° inclines (not bad if you wanna make a norse church though). A smaller than one R would probably be closer to realistic approaches, however it would make stuff such as chairs, beds, tables and barrels look incredbly small and isolated from each other. What we can know of the size of each DF hypercell is that they are divided in-game on 7 levels, which are its water level gradient. We could infer the rough height of each cell (which is quite small it seems.) A possible way of solving such problems would be giving the end-user control over the R. This would involve making most tile-centered geometry dynamic, which could get messy to make stairs geometry, however it would suit everyone's tastes. The problem with the lonely isolated barrel would be solved with my next idea.--[[User:Djohaal|Djohaal was here.]] 02:38, 13 June 2010 (UTC)
 
* Metric it is, then. A variable R is a good idea - I have no problem with creating procedural generators for some of the cell-geometry, like stairs. VF procedurally generates stairs, fortifications, etc. already. Also, I don't think the 7 liquid levels have anything to do with the cell size - Toady likely chose 7 because that uses only 3 bits per tile, leaving him with another 5 to specify type of liquid, et. [[User:Skeggox|No fort is complete without magma... and water... and then some FUN.]] 17:39, 16 June 2010 (UTC)
 
  
 
== 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)
 
*Yeah, the engravings thing would be awesome, we could use the basic graphics DF uses for each engraving. For statues and such, it would be relatively easy (if DFhack can read what each statue is), we could use un-posed geometry of animals or such but with the material texture. As a whole I think we should leave charachter posing to a far goal, if a goal at all, maybe just static models... I personally have no skill with skeleton and posing, all I know is that it is a messy job. I can already picture my graveyard lined with statues of donkeys though.... lol. One thing that we could implement to help users to better control how their forts are displayed would be a "prop" editing interface. One could pick any object (walls included and such) and edit what they look like or which material they are made a posteriori, allowing for users to change statues which they don't like and fix problems such as two different materials (say, gabbro, diorite, obsidian and slate) being similar in-game however looking different on the texture set. Maybe an eyedropper and paint state tool could be used to ease mass fixing of such issues. Placing additional props manually (and perhaps without being bound to the mother grid, or being bound to a far finer grid) would allow for users to make more crowded-looking stockpiles and such if R < 1 and do scenic stuff such as a bunch of discarded, bloody swords after a battle scene or a tantrum spiral in the main hall. One thing that would be vital on this is giving the user full control over the transforms (position, rotation and scale, just like a mini-CAD) of props, that could lead to interesting effects and never-thought of usage of items, not to mention solving the problem with figuring out which side a chair must face when it is surrounded by tables, the user will choose. We could even include non-DF-canon props (and perhaps a way of placing them easily) such as torches and stuff, so at end obsidian would look like a furnish-your-own-fort tool. Might sound like a dollhouse (simdorf anyone? lol) but I think a lot of people would enjoy hand-crafting every square milimeter of their forts to their heart's content. This also has important implications should skegg decide to implement that, since this means obsidian will need to have support to transform manipulation after a scene is read and being able to handle all this data not only in view mode but as saves and such. These wiki mega-paragraphs confuse me, and if my text got confusing someone poke me and I'll send a better written version of this mess on PM --[[User:Djohaal|Djohaal was here.]] 03:00, 13 June 2010 (UTC)
 
 
*Oh, god.  [[Planepacked|FML]]. --[[User:Crunch|Crunch]] 18:10, 14 June 2010 (UTC)
 
 
* D, you can always split your paragraphs :) I agree with the post-editing, and I've designed the save/load format specifically to be extensible - so that adding scene info (transforms etc.) will be easy :) [[User:Skeggox|No fort is complete without magma... and water... and then some FUN.]] 17:34, 16 June 2010 (UTC)
 
  
 
== Textures ==
 
== Textures ==

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