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Utility:Overseer
Fortress Overseer
Fortress Overseer is a full 3D DF2010 visualizer by thewonderidiot and sexymustard. The generated model can be exported to several popular 3D formats(eg .obj). More information can be found in the bay12forums topic, and Overseer itself can be downloaded from its page on DFFD. The linux version.
Overseer uses OpenSceneGraph in conjunction with the DFHack library.
Adding Custom Content
Models
Models are stored in the /models/ directory. For now, they must be in the OSG IVE format. Many model types can be converted to IVE via the osgconv tool included with the binary OSG distributions, available here. IVE bundles textures with the model, so textures used on the model need not be included when distributing the IVE.
Currently only the included IVE's can be swapped out for new things. In the near future, Overseer will load in models sharing the name as the item/construction name.
For most things that can be different kinds of materials in the game, textures should not be included in the IVE. Rather, if the IVE contains texture coordinates, Overseer will simply assign the proper material type to it, using the same textures, normals, and shaders as the world geometry.
Textures
All textures are detected live. Overseer looks for a texture file with the same name as the material's name in the raws, and uses it if it exists. If not, it defaults to a rough-stone-looking texture blended with Japa's colors for Stonesense (stored in /colors/).
Images
Images for a material must have the same name the material has in the raws. Diffuse textures are found in /materials/images. Their dimensions should be a power of two. If they have an accompanying normal map, it needs to be named with the same name as the diffuse texture but with an n on the end (eg, if native_gold.bmp is the diffuse texture, native_goldn.bmp is its normal map). The normal maps go in /materials/normals.
Shaders
Shaders for Overseer are written in GLSL. The included shader is defaulted to when a normal map for a texture is found -- it provides simple bumpmapping. If there is a program found that shares the same name as the material's raw name, however, it prefers to use that instead. This way, each material can have its own shader programs.
Shaders are somewhat limited right now and can only take in the parameters used in the default shaders. This will be threshed out more in the future.