HD Pre-rendered Daggerfall Sprites

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Biboran
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Re: HD Pre-rendered Daggerfall Sprites

Post by Biboran » Sat Dec 15, 2018 1:20 pm

Cool things. With your awesome skills you can make all 2d sprites as 3d models! And more than that, have ability for NPC to have equipment on them what they have in inventory, not only one static look.

Alexander DeLarge
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Re: HD Pre-rendered Daggerfall Sprites

Post by Alexander DeLarge » Sat Dec 15, 2018 7:01 pm

MasonFace wrote:
Wed Dec 12, 2018 6:26 pm
If you want, you could use a Unity asset that I'm developing to render the 3D model into a sprite inside Unity in real-time. It would benefit from high levels of customization and real-time lighting. You can customize the FPS of the animation, number of discrete view angles (4, 8, or 16), resolution of the sprite, bilinear/point filtering, and 16 or 32 bit color depth all-on-the-fly. Also, it doesn't store a texture atlas, so your video memory isn't dependent on the number of frames or animations. On the downside, it does require that the model be rendered once every so many frames in order to update the Render Texture so that counts against your video memory, but the simple materials you appear to be using (which I love by the way) shouldn't be a very heavy hit.

Take a look at what I have so far and see what you think: https://www.youtube.com/watch?v=RwndXT2K6Ms

Sorry the video is kind of dark; it's my first time making a demo video and I was trying to emphasis the real-time lighting.

The "code switch" mentioned by Jedidia would be taken care of automatically by my Asset which compares the main camera's view angle to the subject's orientation, then descretizes it to snap it into a 45 degree (or whatever interval you want) angle. But on the other hand, I don't think DFU supports swapping character sprites with animated 3D models yet (I'm speaking in ignorance here) so it may be a moot point for now anyhow.


BTW, the video features a ground texture made by our very own KoW (credited in the video description).
Wow I'd like to see more of this in the context of Daggerfall's assets. This is really impressive.

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MasonFace
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Re: HD Pre-rendered Daggerfall Sprites

Post by MasonFace » Sun Dec 16, 2018 5:56 am

I've created a new post in "Modder Discussion" for this ill-named "Spriter" tool (in retrospect, maybe I should have put it in Creator's Corner?): https://forums.dfworkshop.net/viewtopic.php?f=22&t=1613
I also released a demo that will let you play around with the settings.

We can let the focus of this thread return to Kamer's excellent work.

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Luzur
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Re: HD Pre-rendered Daggerfall Sprites

Post by Luzur » Wed Dec 19, 2018 1:45 pm

Well there is also this new technique called ESRGAN, which could be useful for the textures:
Enhanced super resolution generative adverserial networks, or ESRGAN, is an upscaling method that takes an low-res image and adds realistic details to it. By doing it over several passes with the goal of fooling its adverserial part, it will usually produce an image with more fidelity and realism than past methods. I have upscaled the textures in Morrowind to four times the vanilla resolution using ESRGAN. Below you can compare various models' results to the original (HR).
https://github.com/xinntao/ESRGAN

pics with examples:
https://www.nexusmods.com/morrowind/mods/46221
"Load the muskets"

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MasonFace
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Re: HD Pre-rendered Daggerfall Sprites

Post by MasonFace » Thu Dec 20, 2018 7:00 pm

Luzur wrote:
Wed Dec 19, 2018 1:45 pm
Well there is also this new technique called ESRGAN, which could be useful for the textures:
Enhanced super resolution generative adverserial networks, or ESRGAN, is an upscaling method that takes an low-res image and adds realistic details to it. By doing it over several passes with the goal of fooling its adverserial part, it will usually produce an image with more fidelity and realism than past methods. I have upscaled the textures in Morrowind to four times the vanilla resolution using ESRGAN. Below you can compare various models' results to the original (HR).
https://github.com/xinntao/ESRGAN

pics with examples:
https://www.nexusmods.com/morrowind/mods/46221
We got any Python guys here in the DFU community? :?: I've been interested in AI for a while, particularly CNNs (Convolutional Neural Networks) and GANs (Generative/Adversarial Networks) much like what is described in the referenced technique. I wouldn't mind taking a stab at running those algorithms and churning out some upscaled textures when I get some time. Just bare in mind that while it can upscale, it most likely won't bring the results up to true "HD" quality like what Kamer is working on with NPCs or VMBlast is doing with the textures (https://forums.dfworkshop.net/viewtopic ... &start=250), but it would definitely be a lot faster to produce and I have to say, those Morrowind upscaled textures do look pretty impressive!

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VMblast
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Re: HD Pre-rendered Daggerfall Sprites

Post by VMblast » Fri Dec 21, 2018 10:03 am

MasonFace wrote:
Thu Dec 20, 2018 7:00 pm
Luzur wrote:
Wed Dec 19, 2018 1:45 pm
Well there is also this new technique called ESRGAN, which could be useful for the textures:
Enhanced super resolution generative adverserial networks, or ESRGAN, is an upscaling method that takes an low-res image and adds realistic details to it. By doing it over several passes with the goal of fooling its adverserial part, it will usually produce an image with more fidelity and realism than past methods. I have upscaled the textures in Morrowind to four times the vanilla resolution using ESRGAN. Below you can compare various models' results to the original (HR).
https://github.com/xinntao/ESRGAN

pics with examples:
https://www.nexusmods.com/morrowind/mods/46221
We got any Python guys here in the DFU community? :?: I've been interested in AI for a while, particularly CNNs (Convolutional Neural Networks) and GANs (Generative/Adversarial Networks) much like what is described in the referenced technique. I wouldn't mind taking a stab at running those algorithms and churning out some upscaled textures when I get some time. Just bare in mind that while it can upscale, it most likely won't bring the results up to true "HD" quality like what Kamer is working on with NPCs or VMBlast is doing with the textures (https://forums.dfworkshop.net/viewtopic ... &start=250), but it would definitely be a lot faster to produce and I have to say, those Morrowind upscaled textures do look pretty impressive!
Can you do player weapons with your spriter?

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MasonFace
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Re: HD Pre-rendered Daggerfall Sprites

Post by MasonFace » Fri Dec 21, 2018 1:47 pm

Can you do player weapons with your spriter?
Not currently, but it wouldn't take too much effort to make it work. BTW, do you mind if I use some of your HQ textures to make a more Daggerfall themed scene for my next demo?

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VMblast
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Re: HD Pre-rendered Daggerfall Sprites

Post by VMblast » Fri Dec 21, 2018 8:26 pm

MasonFace wrote:
Fri Dec 21, 2018 1:47 pm
Not currently, but it wouldn't take too much effort to make it work.
Ok, let me know when you do, Ill be willing to do some small experiment. I do have some weapons, like sword and warhammer, already made and could do some rough FPS action animations for this.
MasonFace wrote:
Fri Dec 21, 2018 1:47 pm
BTW, do you mind if I use some of your HQ textures to make a more Daggerfall themed scene for my next demo?
Sure thing, go ahead.

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