Daggerfall Sprite Redux

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
daggerdude
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Daggerfall Sprite Redux

Post by daggerdude » Thu Aug 13, 2015 8:18 pm

I'm rebooting this project again because I lost my work. the goal of this project is to give character and Item sprites a new coat of paint. this is mainly focused on character doll items.

There are certain things i'll be doing from scratch, namely:
Weapons, left and right handed
Armors, making variant pieces more interesting

There are others I may do including:
Bodies and faces completely redone - this would require changing bodies into male and female with recolors though so all items are done
female and male clothing - would do this if remaking bodies
more weapon and armor variants - because they cannot be represented without coding this may cause an issue.
making special material based weapons and armor - again, would need programming because this is not how daggerfall determines armor.
Ingredients and potions - there's no great difficulty but hardly anyone cares about this so why bother.

Progress (stay tuned)

Weapons

Armor

UPDATE 3/9/19
Working on male scale mail armor. what do you all think?
Image
Attachments
Scalemail.png
Scalemail.png (11.11 KiB) Viewed 455 times
Last edited by daggerdude on Sun Mar 10, 2019 3:29 am, edited 3 times in total.

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Biboran
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Re: Daggerfall Sprite Redux

Post by Biboran » Thu Aug 13, 2015 8:42 pm

First I would like to say that it makes sense to redraw the character sprites and all the armor. In Daggerfall it looks very copy. As a ninja in the old Mortal Kombat. But then I thought, makes sense to redraw all NPCs, and first person weapons.
Maybe be easier to make a 3D model? :lol:

daggerdude
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Re: Daggerfall Sprite Redux

Post by daggerdude » Thu Aug 13, 2015 9:08 pm

Well for npc's certainly it will. I actually may take a shot at making models for these weapons with animations. npc's are another story :P

one thing i'd like to do is to manually color in weapons of a certain material as opposed to the blanket system in place, some of the weapons look really funky palatalized. at the very least, each weapon should be colored in its material, armors as well.

another thing is the weapons swinging without hands; that's always bothered me. i'd like to get some arms based on the gloves the character is wearing, but that might be going to far. i'm also pretty terrible at animations, so that may not happen.

With any hope, people will step up to the plate with me. we'll see.

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Biboran
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Re: Daggerfall Sprite Redux

Post by Biboran » Thu Aug 13, 2015 9:56 pm

If you have a good draw, try to redraw all the sprites on something like this level. This is will be awesome
http://img3.wikia.nocookie.net/__cb2013 ... Female.jpg

daggerdude
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Re: Daggerfall Sprite Redux

Post by daggerdude » Thu Aug 13, 2015 10:26 pm

I think that hq3x or hq4x images could work, but part of what i'm doing is creating something to blend in with daggerfall sprites that isn't to far off from the original style. i'd get all the low-rez stuff done first before moving on to ultra high quality stuff.

daggerdude
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Re: Daggerfall Sprite Redux

Post by daggerdude » Mon Jul 11, 2016 9:02 pm

Recently updated

Narf the Mouse
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Re: Daggerfall Sprite Redux

Post by Narf the Mouse » Mon Jul 11, 2016 11:44 pm

Studded leather, as far as I can find out, was actually a(nother) 19th-century misinterpretation; in this case, of armour such as jack-of-plates and brigandine, which had small plates sandwiched between two layers of leather or two layers of thick/layered cloth; which would be fastened together with bolts or other metal fasteners.

Which were misinterpreted as studded leather by 19th-century archaeologist; the source of many, many misinterpretations of history. The 19th-century (and renaissance), that is, not archaeologists in general.

Scale armour also nearly doesn't exist, except as decoration on Roman solders; as depiction of foreign, "exotic" soldiers in art, and a few scarce other examples. This is because armour which has overlapping scales such as scale armour is depicted to have, can be defeated fairly easily by angling your sword, dagger, spear, or other sharp object upward. The historical armours that get conflated with the (largely) mythological scale armour are lamellar and laminar, which consisted of larger or smaller plates placed side-by-side, with at least cloth or leather sewn or fastened overtop, so you couldn't simply see the lines between the plates and stab between them. As opposed to scale, where a simple upward stab would be quite likely to catch and slide under the scales.

Also, "brigand" originally meant "soldier", and "brigandine" was a type of armour (jack-of-plates and brigandine being types of lamellar or laminar) commonly worn by soldiers.

Given the habits of medieval mercenaries, and medieval soldiers in foreign territory in general, that "brigand" today means the same as "bandit" or outlaw is...Pretty much that.

Of course, what looks good on-screen isn't always what looks realistic; cars, for example, show a marked tendency to not explode, even when driven off cliffs.
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.

daggerdude
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Re: Daggerfall Sprite Redux

Post by daggerdude » Sun Jan 06, 2019 8:12 pm

well shit, all my stuff is gone :(
I changed computers since my other computer SHOCKED ME when i touched it - some grounding issue and it was old as hell.
Nobody by chance has any of my work, do they? I actually had a significant amount of work done... bah.

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King of Worms
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Re: Daggerfall Sprite Redux

Post by King of Worms » Mon Jan 07, 2019 8:40 am

Damn, I havent noticed any download link for this, ever?

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pango
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Re: Daggerfall Sprite Redux

Post by pango » Mon Jan 07, 2019 8:56 am

Couldn't find anything on web.archive.org either :(
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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