Search found 585 matches

by King of Worms
Sat Jul 21, 2018 3:27 pm
Forum: Released Mods
Topic: KoW - Daggerfall Remaster 3.0
Replies: 28
Views: 1945

Re: KoW - Daggerfall Remaster 3.0

Thank you mate, Im very happy!! This will free up a loads of resources :ugeek:
by King of Worms
Sat Jul 21, 2018 3:15 pm
Forum: Released Mods
Topic: KoW - Daggerfall Remaster 3.0
Replies: 28
Views: 1945

Re: KoW - Daggerfall Remaster 3.0

ENEMY OPTIMALIZATION UPDATE - BREAKTHRU Optimizing sprites is a problem, because if you want them to fit in a world seamlesly, they need to have their edges smooth a bit. Otherwise, you could end up with white artefacts around them ingame. And to have that smoothenes, image has to be of a certain s...
by King of Worms
Sat Jul 21, 2018 2:53 pm
Forum: Released Mods
Topic: [MOD]_Mage Pack by AXO_All in One Pack 1.0 Released
Replies: 42
Views: 3053

Re: [MOD]_Mage Pack by AXO_All in One Pack 1.0 Released

Agreed :) The ingame image looks quite ok, if It was for me, Id change just a few things: - the effect on the hand holding a hammer looks strange, Id remove it. But if you want to create a magical effect around that hand while you animate this, that would look cool ofc - the white reflection on the ...
by King of Worms
Sat Jul 21, 2018 10:39 am
Forum: News
Topic: Updated Builds July 2018
Replies: 2
Views: 951

Re: Updated Builds July 2018

After some time spent in a updated build, I must say this version change went very smoothly, congratulations! Im very impressed how stable DFU is, its like a already finished product. And thank you for those new console commands! Reset_assets is a god send for any texture moder. And ofc working gold...
by King of Worms
Sat Jul 21, 2018 10:37 am
Forum: Mods & Features General
Topic: Player sprites receive light / HUD Transparency / Torch
Replies: 7
Views: 164

Re: Player sprites receive light / HUD Transparency / Torch

Guys, how hard is to make the player light have a slight yellow tint (and maybe pulsate a bit) and bind it to some key? I think that it would benefit the game a lot and it might be relatively easy to do? Or make it automatic, that might be even better. Disable at the day and outside, enable in dunge...
by King of Worms
Sat Jul 21, 2018 10:34 am
Forum: Released Mods
Topic: [MOD]_Mage Pack by AXO_All in One Pack 1.0 Released
Replies: 42
Views: 3053

Re: [MOD]_Mage Pack by AXO_All in One Pack 1.0 Released

These swaps are dangerous in a sense it breaks homogenity of a NPCs. BUT, the best way to really know, is to implement it and see it ingame. Just slap this non animated version to the game, post a screenshot and we will know much more :)

Its a fine art tho, thats for certain. Thanks for contribution!
by King of Worms
Fri Jul 20, 2018 8:30 pm
Forum: Released Mods
Topic: KoW - Daggerfall Remaster 3.0
Replies: 28
Views: 1945

Re: KoW - Daggerfall Remaster 3.0

UPDATE Im still optimizing the texture size. Learned thing or two about it. Its not just about dimension like 1024*1024 etc. Its about the bit depth and colour range. Lots of the textures were still messy. I found out I can reduce their size while keeping them looking the same - some of them. Textu...
by King of Worms
Fri Jul 20, 2018 12:25 pm
Forum: Released Mods
Topic: [MOD] Post Processing Effects
Replies: 66
Views: 11908

Re: [MOD] Post Processing Effects

Question: Is it possible to make sprites not being affected by motion blur? It creates ocassional minor artefacts when you move thru them or when you fight the monsters.
by King of Worms
Fri Jul 20, 2018 10:10 am
Forum: Bug Reports
Topic: Build #122 - Oops! Tell Mark now!
Replies: 5
Views: 162

Re: Build #122 - Oops! Tell Mark now!

CASTLE WAYREST - Throne room: 183_2-0 (Guard south at the entrance) 334_15-0 346_19-0 357_12-0 ----------- TFAC00I0.RCI_403-0 182_40-0 346_14-0 ----------- TFAC00I0.RCI_477-0 346_8-0 ------------------------ TFAC00I0.RCI_499-0 (well, here I used the alternative sprite in a hood with a red eyes, thi...
by King of Worms
Fri Jul 20, 2018 9:52 am
Forum: Bug Reports
Topic: Build #122 - Oops! Tell Mark now!
Replies: 5
Views: 162

Re: Build #122 - Oops! Tell Mark now!

CASTLE SENTINEL - Main entrance hall: 182_36-0 (Lute guy in turban) 357_5-0 --------- TFAC00I0.RCI_454-0 182_35-0 (Pirate) 357_4-0 --------- TFAC00I0.RCI_453-0 182_9-0 (Lady) 357_2-0 --------- TFAC00I0.RCI_433-0 - Garden, north room closer to entrance 184_33-0 (Lady) ----------- TFAC00I0.RCI_362-0 ...