Version 0.7 Diractional objects and proper materials

walls change shape in reponse to surrounding walls to allow diagonal movement
building how change shape depending on surrounding buildings or walls
Materials are now defined separatly from object shapes so objects can be carved out of blocks of different materials using only one object defination
master
Brian Risinger 2010-10-17 00:13:48 -04:00
parent 47865d9f11
commit 18e75ea6a0
4 changed files with 4459 additions and 2006 deletions

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Dwarf Fortress 2 Minecraft (DF2MC) ReadMe
version 0.5
version 0.7
ABOUT:
DF2MC attempts to convert a Dwarf Fortress local area into a Minecraft map. It
@ -7,7 +7,7 @@ does this by turning each 'square' of the Dwarf Fortress map in to a NxNxN
group of cubes in the Minecraft map by looking up the Dwarf Fortress object and
replacing with a confugration of cubes specified for that object in a settings
file. The default settings file converts each object in to a 3x3x3 group of
cubes. There is the smallest group that is feasable (floor to walk on and 2
cubes. This is the smallest group that is feasable (floor to walk on and 2
empty spaces above), but larger sizes are possible, but require a new
specification for each object.
@ -15,6 +15,47 @@ DF2MC uses the DFHack library to read the map information from a running
DwarfFortress program. This is the same library used by several external
viewer programs to render views of running Dwarf Fortress games.
NEW for 0.7:
Directional walls and buildings. Diagnal hallways and other surrounding wall or
object specific object modifications are now possible. For example, chairs will
face neighboring tables or away for walls instead of always facing north as
they previously did. Chairs in corners will be angled.
Proper material support. Item materials are now stored separatly in the
settings file from the Item shape. This allows a Microcline table to look
similar to a Microcline table. I have unique definations for every Stone, Ore,
Soil, Sand, Metal Bar, and several other objects (potash, coal, etc.) Gems also
have the correct color and you can tell their worth (Ornamental, semi-presious,
precious, rare) just from looking at them (more info than DF will give you
without using loo(k) ), although gems of the same color and worth are converted
identically currently (although you should be able to tell many apart from the
stone they are in. It is possible to give everything unique conversions, I just
haven't. All materials attempt to replicate the color of the object in DF. For
Stone, the center block of each face indicates the rock 'class' (Sedementary =
Rock, Igneous = Obsidian, Metamorphic = Cobble). Metals: 'Monitary' metals are
mostly gold blocks, where as usefull metals are mostly iron blocks. Pure metals
have top and bottom layers of only Iron or Gold blocks, their center layers
being different, while Alloy metals have a different blocks in their top and
bottom layers as well. Admantine is made out of all Diamond Blocks, its ore is
pure Redstone. Ores have a similar system. The more usefull ores have more iron
in them where the more valuable ones have more gold. Constructed stone walls
should have a cobble center (natural is a smooth rock center), but this isn't
apparent without breaking things. In general, diamond, redstone and gold ore,
if seen in the corners of of a block are used to indicate blue, red and yellow
colaration respectively, and aren't necessarily indication the DF block is an
ore. Occasionally redstone and diamond are used together to indicate purple,
kimberlite being an example.
With the new material system, sand and gravel are used for various sands
(together and separtely) and gravel is also used in various ashes (ash, potash,
etc.). However, this causes issues if you have such material over an open space
(as sand and gravel are the only materials that fall if air is below them).
There is now an option (default on) to replace sand and gravel in such
situations with dirt. (I also originaly had the soil 'peat' made out of dirt
and leaves, but that caused other problems with most of the leaves disappearing
or turning into saplings. This is also the reason green glass uses mossy cobble
instead of leaves).
USE:
Start Dwarf Fortress an load the world/region you want to convert.
@ -52,32 +93,44 @@ MinecraftMaterials
This sections lists the minecraft materials names and their associated
values. This section can be updated as new block materials are added to
Minecraft so that they can be used in the conversion process.
Objects
This section holds the defination for how different Dwarf Fortress objects
should be represented in Minecraft. Each object is represented as list of
block types that make up the group on NxNxN cubes for that location. The
list of block types procedes from west to east, then from north to south,
then from top to bottom, starting from the north west corner of the top
layer of the group of cubes. You can use any of the characters ',', ';',
'|' to separate the objects, but for convenience sake, the program uses
',' to separate columns (west-east), ';' to separate rows (north-south),
and '|' to separate layers (up-down), but the program will accept a list
of N^3 materials separeated by any combination of those separtors.
DwarfFortressMaterials
The Minecraft cubes for a solid wall of a particular Dwarf Fortress material
are defined in this section. Each object is represented as list of block types
that make up the group on NxNxN cubes for that location. The list of block
types procedes from west to east, then from north to south, then from top to
bottom, starting from the north west corner of the top layer of the group of
cubes. You can use any of the characters ',', ';', '|' to separate the
objects, but for convenience sake, the program uses ',' to separate columns
(west-east), ';' to separate rows (north-south), and '|' to separate layers
(up-down), but the program will accept a list of N^3 materials separeated by
any combination of those separtors.
Objects can have several different names. The most specifically matching
object name will be used for an object. The object names that are used are:
class, basic material, varient, description, specific material-really specific
class, basic material, varient, description, specific material
class, basic material, varient, description
class, basic material, description, specific material-really specific
class, basic material, description, specific material
class, basic material, description
class, basic material, varient, specific material-really specific
class, basic material, varient, specific material
class, basic material, varient
class, basic material, specific material-really specific
class, basic material, specific material
class, basic material
with class being one of:
object name will be used for an object. The object names that are used are:
basic material, varient, description, specific material-really specific
basic material, varient, description, specific material
basic material, varient, description
basic material, description, specific material-really specific
basic material, description, specific material
basic material, description
basic material, varient, specific material-really specific
basic material, varient, specific material
basic material, varient
basic material, specific material-really specific
basic material, specific material
basic material
In general, 'really specific' is the material type used for a construction,
while constructions have 'specific material' as the form (bars, blocks,
stone, logs, etc.) Non-constructions don't use 'really specific'.
Terrian
This section holds the defination for how different Dwarf Fortress objects
should be SHAPED in Minecraft. Similar to the above material list, each object
is represented as list of NxNxN cubes for that location. However, here you can
use '-1' to indicate to use the cube type from the material of the object, and
you cna use '0' to indicate to leave that location empty (air). In general,
you don't won't want to use specific material name here, although you can, and
those locations will always have that block type there no matter the material
this location is made of.
The object names that are used are:
"empty"
"wall"
"pillar"
@ -88,36 +141,10 @@ Objects
"ramp"
"ramptop"
"floor"
"treedead"
"tree"
"saplingdead"
"sapling"
"shrubdead"
"shrub"
"boulder"
"pebbles"
"treetop"
"building"
and basic material being one of:
"air"
"soil"
"stone"
"featstone"
"obsidian"
"vein"
"ice"
"grass"
"grass2"
"grassdead"
"grassdry"
"driftwood"
"hfs"
"magma"
"campfire"
"fire"
"ashes"
"constructed"
"cyanglow"
Ramps and Stairs are handled a bit differently.
Stairs have a number append to their class name to indicate the level mod 4
(the remainder after the level they are on is divided by 4). This allows
@ -137,10 +164,68 @@ Objects
surrounding walls. If no match is found, it then attempts to use the
numbers for only the walls in the 4 cardinal directions (2,4,6,8). If
still no match is found, it will use an unsupported ramp for that location.
Additionally, 'data' can be specified for each block. Data is a number from
0 to 15 which effects how some blocks are displayed, mostly indicating a
facing direction for blocks that can face a particular direction such as
torches, furnaces or doors.
Flows
Similar to terrain (all the following sections are), specifies how liquids
should be displayed. Valid names are currently 'water' and 'magma' both with a
period (.) and the depth (1-7) appended to the name. Material and data specified
as in the terrain section
Plants
Similar to rerrain, this section defines the plants that make up the map.
Valid names consist of:
"treedead"
"tree"
"treetop"
"saplingdead"
"sapling"
"shrubdead"
"shrub"
with the specific plant name append the the name following a period (.).
Buildings
Similar to terrain, specifies how the various buildings in the game are
converted. This section can get a bit large and complicated do to some
buildings covering multiple tiles, and some not having fixed sized.
Vaild name vary, but generally consist of one of two forms:
<name>.<facing direction>
or
<name>.x<Xpos>y<Ypos>
I believe it possible to combine both facing direction and position (with
facing coming before position), this this has bee tested and isn't currently
used by the default settings.
For building that cover multiple tiles (workshops for example), all positions
use the smae name, but the position varies. The position varies from x0y0 (the
upper left or North West corner and increases to the bottom right or South
East. The las row and column, however, does not use a number, replacing the
highest row and column number with the word 'max'. This make workshops a bit
harder to define, but this makes variable size buildings such as stockpiles or
bridges easy to define with a border that differs from the center (otherwise,
you would need to specify the size of that perticular version of the building
as well as the location within that sized building. Any location that doesn't
match a specific location within the building just uses the non-positioned
version of that building's specification. For example, bridges edges are
defined to have an alternating adge of 1/2 block, torch, 1/2 block on a base
floor of the material that the bridge is made out of, while the center of the
bridge just has the floor, as that is how the bridge entry without positioning
info reads. There is also special case postition information for very narrow
in one direction buildings (width or height of 1). In those cases, the x or y
(or both) is set to 'only'.
Facing indicate the direction of immediatly surrounding building of a
particular type, or of immediatly surrounding walls. The building's default
(undirectioal version) should have a property of which type of surrounding
buildings to look for. If any are found, their direction(s) are indicated in
a similar manner as ramps are, but appending string consisting of the numbers
1 to 9. If there are no surrounding buildings or no match for the specific
arrangement is found, surrounding walls are searched for. If walls are found,
this is indicated in a similar manner, however this number is negative.
If no match is found for either arrangement, the default (undirectional)
specification of the object is used.
There is now a separate execuitable for converting 40d maps. It has similar
There is a separate execuitable for converting 40d maps. It has similar
features but there are some differenes. I'm not sure how to tell if a
construction is made out of stones or blocks, but metal bars and logs should
be shown correctly. There is some issue preventing wells from appearing, but
@ -148,15 +233,10 @@ there will be a hole where they should be locted. On the slightly possitive
side, I can determine the fortress name, and so the save file is named after
the fortress converted, no more out.mclevel.
This 40d version has only been tested with one fortress, so there may be other
problems not identified yet.
ISSUES:
Not all buildings are described in the settings file yet, and so they aren't all
converted with the default settings file.
A out.mcraw file (uncompressed version of the level) is left in the program
directory. The isn't needed and can be deleted.
Running the program again in Indev mode overwrites the output file without a
@ -190,9 +270,9 @@ Things to implement
√ smart - scans the world, marking 'interesting' levels and outputs the top 42 interesting levels
interesting levels are one that aren't all air, and aren't all wall (for the cut down x and y area)
if room, possibly keep one or more 'uninteresting' levels between interesting levels
how to deal with repetitive Stair layers / pump stack layers
how to deal with repetitive Stair layers / pump stack layers?
√ change ramps to use 1-9 instead of NSEW and implement diagnal only ramps, have fallback to 2468 if not found and again to just 'ramp'
√ implement material look-up for (wall, ramp, stair, floor) constructions
√ implement material look-up for (wall, ramp, stair, floor) constructions (this was this initial version, precious all constructions were cobble - this has since been replaced with the current material lookup separate from shape lookup)
√ implement buildings (workshops, doors, floodgates, etc)
* implement objects (needs DFHack support for reporting on objects) - probably only implement barrels, bins and cages (maybe coins to gold cube)
√ make sure liquid conversion is working properly (noticed an air gap in water, but may have been because water - ice interaction
@ -203,5 +283,9 @@ Things to implement
* setup project like DFHack is setup so that different compilers can be used from cmake scripts or similar
√ rotate .mclevel output so that sun rises in east and set is west / clouds go north, so it matches assumed DF north is top of screen
√ implement infdev/alpha file output
* convert mud splatter to wood pressue plates, snow splatter to snow thin layer (78?), and other splatter to stone pressure plates ?
* possible add directions to buildings - eg. align beds with the headboard against the wall, align chairs to face tables, doors to surrounding walls (for alpha).
- convert mud splatter to wood pressue plates, snow splatter to snow thin layer (78?), and other splatter to stone pressure plates ? (pressure plates get annoying, and setting snowy biome takes care of snow spatter ;) )
√ possibly add directions to buildings - eg. align beds with the headboard against the wall, align chairs to face tables, doors to surrounding walls (for alpha).
√ Support directional walls for diagonal passages (only wall implemented in settings, but fortification can also be added of wanted/needed)
√ Separate object shapes from material defination so that one material defination can be shaped into different constructions and buildings.
* create method to add fortress to an existing world (will need to possibly use an NBT Library to read existing chunks, or maybe only add to unexplored area)
* possibly convert to DF Block / chunk based output method for alpha (possibly means removing indev support) so larger areas can be converted without using much memory (won't need to keep entire map in memory), only current chunk / this plus surrounding for lighting.

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