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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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