Mod Idea: Smooth Daggerfall
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- Posts: 833
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Re: Mod Idea: Smooth Daggerfall
The Unity game engine has built-in animation support for humanoids.
And given that the game was originally intended to use 3D models, I'm fine with that in my Daggerfall.
And given that the game was originally intended to use 3D models, I'm fine with that in my Daggerfall.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.
- Biboran
- Posts: 277
- Joined: Thu Jun 25, 2015 8:26 pm
Re: Mod Idea: Smooth Daggerfall
For 3d models you need to redo whole game. If in game be flat people in 3d but you can't interact with them and see that they are not actual monsters but just decoration - it will hardly ruin illusion.
So basicly creation of 3d humans from flat people and from humanoid class-baced monsters need to start from removin and replacing a lot objects and game mechanics
So basicly creation of 3d humans from flat people and from humanoid class-baced monsters need to start from removin and replacing a lot objects and game mechanics
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- Posts: 833
- Joined: Mon Nov 30, 2015 6:32 pm
Re: Mod Idea: Smooth Daggerfall
Yeah, definitely not something to stay awake waiting for.Biboran wrote:For 3d models you need to redo whole game. If in game be flat people in 3d but you can't interact with them and see that they are not actual monsters but just decoration - it will hardly ruin illusion.
So basicly creation of 3d humans from flat people and from humanoid class-baced monsters need to start from removin and replacing a lot objects and game mechanics
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.
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- Posts: 833
- Joined: Mon Nov 30, 2015 6:32 pm
Re: Mod Idea: Smooth Daggerfall
Edit: Maybe in year or two...Narf the Mouse wrote:Yeah, definitely not something to stay awake waiting for.Biboran wrote:For 3d models you need to redo whole game. If in game be flat people in 3d but you can't interact with them and see that they are not actual monsters but just decoration - it will hardly ruin illusion.
So basicly creation of 3d humans from flat people and from humanoid class-baced monsters need to start from removin and replacing a lot objects and game mechanics
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.
- Keeper Raul
- Posts: 17
- Joined: Sat Dec 24, 2016 5:55 pm
Re: Mod Idea: Smooth Daggerfall
Yeah, it would take a lot of time a lot of time to replace all sprites with 3d models, and there is a high chance it wouldn't look all that good either, look at all those 3d Doom mods, they all end up looking awkward and silly.
- Keeper Raul
- Posts: 17
- Joined: Sat Dec 24, 2016 5:55 pm
Re: Mod Idea: Smooth Daggerfall
Just tried my hand in GIMP for the first time, and I completed the unarmed animations in one night! Thanks a lot jman0war! Sadly, it seems that weapon sprites still can't be replaced for now, so I'm gonna try my hand at enemies. I also found something very interesting, there are two texture files for bears, one is numbered 259 and has 4 frames for each animation, the other is numbered 457 and has 8 frames for animations, could it be the unused sprites you guys were talking about? I'm gonna spawn some bears and replace the textures and see if I notice any difference.
EDIT: just realised I have no idea how to spawn enemies
EDIT: just realised I have no idea how to spawn enemies
- jman0war
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Re: Mod Idea: Smooth Daggerfall
Great, I'm happy to hear you are trying GIMP.Keeper Raul wrote:Just tried my hand in GIMP for the first time, and I completed the unarmed animations in one night! Thanks a lot jman0war! Sadly, it seems that weapon sprites still can't be replaced for now, so I'm gonna try my hand at enemies. I also found something very interesting, there are two texture files for bears, one is numbered 259 and has 4 frames for each animation, the other is numbered 457 and has 8 frames for animations, could it be the unused sprites you guys were talking about? I'm gonna spawn some bears and replace the textures and see if I notice any difference.
EDIT: just realised I have no idea how to spawn enemies
I don't think I noticed the bear animation frames.
Is the bear the only creature that has 8 frames?
Find my Vibrant Terrain Flats mod at Nexusmods: https://www.nexusmods.com/daggerfalluni ... ?tab=files
- Keeper Raul
- Posts: 17
- Joined: Sat Dec 24, 2016 5:55 pm
Re: Mod Idea: Smooth Daggerfall
Zombies (272), spiders (261), rats (255) and mages (177) also have more frames than usual, I'll try to find some of them in-game and see if their animations are better than the rest.
EDIT: the mages have more frames because their animations are longer, still don't know about the others though
EDIT: the mages have more frames because their animations are longer, still don't know about the others though
- LorrMaster42
- Posts: 65
- Joined: Thu Dec 24, 2015 12:09 am
Re: Mod Idea: Smooth Daggerfall
Adding 3D models is more difficult I guess, because they have to be properly animated and everything. They would also be a lot more performance-intensive, which would limit the number of NPCs we can have at once.
- Biboran
- Posts: 277
- Joined: Thu Jun 25, 2015 8:26 pm
Re: Mod Idea: Smooth Daggerfall
But It make a lot stuff easer. Like for 99% humanoids - flats or enemes will be enough 4-5 body models.LorrMaster42 wrote:Adding 3D models is more difficult I guess, because they have to be properly animated and everything. They would also be a lot more performance-intensive, which would limit the number of NPCs we can have at once.
Aso they can be low poly