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Editing Utility Talk:Obsidian/Art

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*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)
 
*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)
+
*Oh, god.  [[Planepacked|FML]].
  
 
* 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)
 
* 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)

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