Diverse Weapons and other FPS sprites and concepts

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realakp
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Diverse Weapons and other FPS sprites and concepts

Post by realakp »

Nexus: https://www.nexusmods.com/daggerfallunity/mods/242

I'll try to post updates here so that those who aren't on Discord can also get a glimpse.

Image

I'm currently working on improving the bows, adding unique arrow graphics and, courtesy of Reconsile, I added his improved hand sprites.

Image

If anyone would be willing to use any of the animations below then feel free to contact me. I will prepare the proper frames according to the specified parameters.

Grapling hook concept:

Image

Crossbow concept:

Image

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DunnyOfPenwick
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Re: Diverse Weapons and other FPS sprites and concepts

Post by DunnyOfPenwick »

I could use that grappling hook animation in The Penwick Papers mod.

A problem might arise if the player moves the mouse while the animation is being shown. It might not look right.
I suppose I could prevent the camera from moving while animating somehow, or make some change to the animation itself that makes it look natural...

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DunnyOfPenwick
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Re: Diverse Weapons and other FPS sprites and concepts

Post by DunnyOfPenwick »

I've done more thinking and I think the best way to implement the grappling hook throw is to separate the hand and rope in the animation.
The Prepare-For-Throw graphic would pop up briefly, then when the throw is shown the player sees the hand make a movement. The hook/rope graphic could be attached to a separate billboard object that moves away from the player. I might rotate it a bit around the y-axis to give the illusion of wiggling rope.

edit: alternatively, you handle the rope wiggling and I just cycle through it with the billboard.

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realakp
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Re: Diverse Weapons and other FPS sprites and concepts

Post by realakp »

I was thinking to do it in such a way that at the moment when the last frame of the animation ends, the rope is drawn already in 3D space. Just like with the arrow. In the first frames of the bow animation you can see the arrow, but later it is already flying in 3D space as a 3D object (or sprite, but moving in area not just drawn on FPS HUD). I will try to get it in the game and test how it currently works.

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DunnyOfPenwick
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Re: Diverse Weapons and other FPS sprites and concepts

Post by DunnyOfPenwick »

I might be able to achieve good results just by shifting the image around if need be to account for mouse movement.

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realakp
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Re: Diverse Weapons and other FPS sprites and concepts

Post by realakp »

I separated the hand and the rope, will see if it's OK this way. Hope you'll find these sprites useful.

https://cdn.discordapp.com/attachments/ ... ngHook.zip

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DunnyOfPenwick
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Re: Diverse Weapons and other FPS sprites and concepts

Post by DunnyOfPenwick »

I've got the animations using your sprites added and it looks good.

I do appear to have run into a bug in the Unity GUI engine however.
Look at the errant lines in the screenshot below.
2022_07_23_05_23_20.jpg
2022_07_23_05_23_20.jpg (251.77 KiB) Viewed 1822 times
I initially thought there might be garbage in the original png files so I created another png to test with.
Those lines appear to be pixels wrapped around from the bottom by the call to Unity GUI.DrawTextureWithTexCoords().

Does anyone have any knowledge of this?

I was able to mostly fix the problem by removing the bottom-most line of pixels from the image.

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BadLuckBurt
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Re: Diverse Weapons and other FPS sprites and concepts

Post by BadLuckBurt »

DunnyOfPenwick wrote: Sat Jul 23, 2022 3:57 pm I initially thought there might be garbage in the original png files so I created another png to test with.
Those lines appear to be pixels wrapped around from the bottom by the call to Unity GUI.DrawTextureWithTexCoords().

Does anyone have any knowledge of this?

I was able to mostly fix the problem by removing the bottom-most line of pixels from the image.
Mip-mapping / compression or resizing issue most likely.

Are these images a power-of-2? If not, Unity is probably resizing them to the nearest power-of-2 size which can cause stuff like this.

If you can make a screenshot of the texture's settings from the Inspector in the Unity Editor I can probably give a definitive answer.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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DunnyOfPenwick
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Re: Diverse Weapons and other FPS sprites and concepts

Post by DunnyOfPenwick »

UnityScreenshot.png
UnityScreenshot.png (57.94 KiB) Viewed 1816 times
Now that I look at it, the Wrap mode shouldn't be set to repeat, and the Filter mode should probably be left at Point.

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BadLuckBurt
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Re: Diverse Weapons and other FPS sprites and concepts

Post by BadLuckBurt »

Indeed, setting filter mode to Point and changing Compression to None should remove those artifacts.

I see the image is 256x128 so the Non power-of-2 setting shouldn't have an effect but you can try changing that to None as well, depending on the setting, Unity does different things:
Spoiler!

Code: Select all

Non Power of 2	If the Texture has a non-power of two (NPOT) dimension size, this defines a scaling behavior at import time. See documentation on Importing Textures for more information on non-power of two sizes. This is set to None by default.
    None	Texture dimension size stays the same.
    To nearest	The Texture is scaled to the nearest power-of-two dimension size at import time. For example, a 257x511 px Texture is scaled to 256x512 px. Note that PVRTC formats require Textures to be square (that is width equal to height), so the final dimension size is upscaled to 512x512 px.
    To larger	The Texture is scaled to the power-of-two dimension size of the largest dimension size value at import time. For example, a 257x511 px Texture is scaled to 512x512 px.
    To smaller	The Texture is scaled to the power-of-two dimension size of the smallest dimension size value at import time. For example, a 257x511 px Texture is scaled to 256x256 px.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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