Paperdoll project - anyone to pick up the torch/contribute?

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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King of Worms
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Paperdoll project - anyone to pick up the torch/contribute?

Post by King of Worms » Sun Mar 01, 2020 5:36 pm

Ok, so since the start of the Paperdoll project, I knew this will be crazy task which needs more ppl to complete.

So far the contributions are like this:


Pre-requisities:
Lacus - made a script which allowed us to export every armor, weapon and clothing in every material and color variant
Hazelnut - implemented the requested commands to mass spawn the armor/clothing/weapons

Hard core:
Adrinus - exported the items and upscaled it using AI, created a lots of XML files which are used to fit the items to paperdoll properly + masks
Sitrus - Based upon the prev work he took it further quality wise, remade all clothing, weapons, some faces, some bodies
KoW - Finetuned the colors of weapons and armors, upgraded all armors and shields, made the rest of the bodies, upscaled all faces (later finetuned by Adrinus) and organisation of the project

Where it is now?

Every item in the game is remade, this project now consists of over 17 000 files including the masking and XML files

What needs to be done?
Basic info: DFU has 16 body types (plus its naked variants) Its 8 races times 2 genders. The person in Bethesda who decided it will be a cool idea to have the body types have a slightly different heigh in a range of "nobody will ever notice" so all the items will need slight offsets and this lead to us having 8 variants of items - was a absolute genius. Thank you :) its just 8 times the work...

Armors:

All armors fit quite nicely BUT the helmets, some of them need the XML tweaks to fit better
The masking files for the helmets should be improved
Some gloves on the left hands are a bit small

Clothing:

Sitrus made the clothing but only for 4 body variants. Other body variants have different possitions of clothing slightly, so in order to have his nice clothing for all bodies, we need to create the offsets. Currently, the basic AI upscalled clothing is used for the missing variants

Weapons:

Weapons need some positional tweaking as well, but that will be easy compared to the rest.

Character heads/faces

Many of those are remade in high detail already by Sitrus. But if someone can draw, there are lots of faces which would benefit from a artist touch


SORTING BY DIFFICULTY - Easy to Difficult:
Weapons
Heads

Armors
Clothing - but clothing is not that necessary, its working as it is... Its just, if we want the Sitrus clothing on all bodies, it needs some work. For someone who can use logic and automatization, it can be a task for few days.


How to do it?

I can share the 16 saves, it has 8 types of race + male/female variants, with inventories full of all the necessary items to test
I can also share all the 17k files

Open the inventory, try all helmets, try all clothing (just one color), try all weapons > simply correct what is not working perfectly :)
All armors work quite nicely, but the helmets



This is NOT a release, so if you just want to play with the new paperdoll and you are not willing to contribute, this is NOT for you.

I think people who really want to push it further, will orient themselves quite fast, its not INCREDIBLY complex to understand, and I will always be ready to give advice when needed.

I really hope Sitrus returns one day, he was really skilled at this!

This is how it looks when its all working, we need that last push, but I think the current team is burned out already, myself included. I cant take it anymore :D Not alone...
DaggerfallUnity 2020-03-01 04-08-42.jpg
DaggerfallUnity 2020-03-01 04-08-42.jpg (562.05 KiB) Viewed 337 times
Last edited by King of Worms on Mon Mar 02, 2020 12:49 am, edited 2 times in total.

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Re: Paperdoll project - anyone to pick up the torch/contribute?

Post by King of Worms » Mon Mar 02, 2020 12:41 am

Dont be shy 😂

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Re: Paperdoll project - anyone to pick up the torch/contribute?

Post by BadLuckBurt » Mon Mar 02, 2020 6:39 pm

Not shy but I had to let this sink in for a bit before I could formulate proper (and stupid) questions :D

Since I don't use the scaled up stuff myself (I have read the threads here and there because the technical aspect is always interesting to me):

1. These upscaled versions are 4x the size of the original?
2. Where / how are the offsets for the classic sprites determined?

You stated:
Sitrus made the clothing but only for 4 body variants. Other body variants have different possitions of clothing slightly, so in order to have his nice clothing for all bodies, we need to create the offsets. Currently, the basic AI upscalled clothing is used for the missing variants
If I read that correctly, there is 1 body for males and females where the offsets are already in the right position? If so, I'm curious to learn how those offsets were derived. I won't mind digging in the code to find out but if you happen to know, it might speed things up.

I went looking in the code and found that the offsets for classic textures are read from the texture file in ImageReader.cs in the GetImageData function, I'll have to look at it a bit more but I can probably dump all the classic offsets and go from there to get the offsets for the upscaled version when I know the scale factor.

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Re: Paperdoll project - anyone to pick up the torch/contribute?

Post by King of Worms » Mon Mar 02, 2020 7:21 pm

There are no stupid questions :)

Yes, I think we are using 4x the original resolution on the AI upscales and some higher resolution on the stuff made by Sitrus.

IF you can somehow get the offsets out of the game and apply them on the paperdoll, it would be fantastic!!

Its most needed on the clothing, so we are able to copy the clothes made by Sitrus in a way other races can use them as well. That should be possible.

The small adjustments on helmets and weapons can be made by hand, most of the stuff fits good, and there are not so many weapons and only 2 variants (male/female)

Once you set a weapon corectly, all other material variants of that weapon will share same adjustment. It will be easy.

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Re: Paperdoll project - anyone to pick up the torch/contribute?

Post by BadLuckBurt » Mon Mar 02, 2020 7:29 pm

King of Worms wrote:
Mon Mar 02, 2020 7:21 pm
There are no stupid questions :)

Yes, I think we are using 4x the original resolution on the AI upscales and some higher resolution on the stuff made by Sitrus.

IF you can somehow get the offsets out of the game and apply them on the paperdoll, it would be fantastic!!

Its most needed on the clothing, so we are able to copy the clothes made by Sitrus in a way other races can use them as well. That should be possible.

The small adjustments on helmets and weapons can be made by hand, most of the stuff fits good, and there are not so many weapons and only 2 variants (male/female)

Once you set a weapon corectly, all other material variants of that weapon will share same adjustment. It will be easy.
Thanks, I'll focus on clothing, I might end up dumping the offsets for all items as that's probably easier to code, we'll see. As long as the scale factor is known, it shouldn't be a problem to automate the calculation of new ones once we have the original values.

I'm reading up on the data here atm: https://en.uesp.net/wiki/Daggerfall:Ima ... tureRecord. OffsetX and OffsetY in that table are the values we're after. I'll report back here if I get something useful :)

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Re: Paperdoll project - anyone to pick up the torch/contribute?

Post by King of Worms » Mon Mar 02, 2020 8:10 pm

Ok I made a interresting realization, thanks to diving deeper to the files and thanks to new info in the clothing archive numbers.

All female clothes are done with correct offsets it seems, Sitrus took care of it :shock: :lol:
He did just the females, so all the male clothing is just a AI upscales Adrinus did.

This means... that the clothing is basically done. There are some issues with the male cloaks, but I just now have found a way to take care most of the bugs there. Also, some new colors are bit off, but I can correct it a bit.

Plus Ive found few other bugs in the female clothing but I can solve that I GUESS (posted those bugs in the thread made by Sitrus)


So what is left to do (I guess) :

Correct known bugs - I will do that if I will not loose my sanity

ARMORS - fit those damned helmets on the bodies, Id say 75% of them are already correct.

And with helmets - Clean the outlines if possible, not sure what is causing the issue. Improve the masking
Weapons - try to fit those better to the hands, if possible

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Re: Paperdoll project - anyone to pick up the torch/contribute?

Post by BadLuckBurt » Mon Mar 02, 2020 8:22 pm

King of Worms wrote:
Mon Mar 02, 2020 8:10 pm
Ok I made a interresting realization, thanks to diving deeper to the files and thanks to new info in the clothing archive numbers.

All female clothes are done with correct offsets it seems, Sitrus took care of it :shock: :lol:
He did just the females, so all the male clothing is just a AI upscales Adrinus did.

This means... that the clothing is basically done. There are some issues with the male cloaks, but I just now have found a way to take care most of the bugs there. Also, some new colors are bit off, but I can correct it a bit.

Plus Ive found few other bugs in the female clothing but I can solve that I GUESS (posted those bugs in the thread made by Sitrus)


So what is left to do (I guess) :

Correct known bugs - I will do that if I will not loose my sanity

ARMORS - fit those damned helmets on the bodies, Id say 75% of them are already correct.

Weapons - try to fit those better to the hands, if possible
Now you tell me :lol: That's great news though! :D

I've just finished altering the 'add_all_equip' function in a custom DFU build and should be able to dump the offsets for the following categories now: clothing, clothingAllDyes, armor, weapons and magicWeapons. I'll dump them in the same order you posted those texture archives in the other thread.

I don't know if this is still of use to you but I'll dump them regardless, add them to my dfu-datalists repository and give you a link to that once I'm finished. It might help figure out the helmet and weapon offsets.

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Re: Paperdoll project - anyone to pick up the torch/contribute?

Post by King of Worms » Mon Mar 02, 2020 8:30 pm

It will come handy anyway :)
Sorry its quite hard to navigate thru all the files, all this is confusing as hell to me, its a 17k files folder. But its getting better :|

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Re: Paperdoll project - anyone to pick up the torch/contribute?

Post by BadLuckBurt » Mon Mar 02, 2020 9:00 pm

King of Worms wrote:
Mon Mar 02, 2020 8:30 pm
It will come handy anyway :)
Sorry its quite hard to navigate thru all the files, all this is confusing as hell to me, its a 17k files folder. But its getting better :|
No worries, I can imagine. I didn't generate offsets for all the colour variants as they're all the same image with a different colour palette. I don't know how the coloured variants are named in your folder but if these lists are too short let me know and I'll generate the various dyes as well.

I've uploaded the files here: https://github.com/BadLuckBurt/dfu-data-lists

You'll want to grab

Code: Select all

femaleArmorOffsets.csv
femaleClothingOffsets.csv
maleArmorOffsets.csv
maleClothingOffsets.csv
magicWeaponsOffsets.csv
weaponsOffsets.csv
You can just load them into OpenOffice and specify TAB as separator. If you need something generated from them in bulk, let me know and I can probably script something for it.

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Re: Paperdoll project - anyone to pick up the torch/contribute?

Post by King of Worms » Tue Mar 03, 2020 1:46 pm

Thanks mate, got it :)

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