Daggerfall Unity Models Overhaul

Show off your mod creations or just a work in progress.
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jman0war
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Re: Daggerfall Unity Models Overhaul

Post by jman0war » Sat Jun 10, 2017 3:09 am

The original DF vampire is creepy and intimidating because while it appears humanoid, you can tell that it isn't a human.
It's an undead, and it's stiff and jerky movements reveal the truth of the creature.

While your model is really good and i appreciate your passion and creativity in creating it; it doesn't invoke the same fear.
It's human, it moves casual and a little lazy, it's mortal and i cam kill it.
some of my Daggerfall work can be found here: http://www.thehungryartist.com/games.html

Narf the Mouse
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Re: Daggerfall Unity Models Overhaul

Post by Narf the Mouse » Sat Jun 10, 2017 4:29 am

Given a Bram Stoker-derived "ten times stronger than an ordinary human", a vampire about the mass of an average human (67 kg), with about ten times the leg strength of an average human (about *83 kg per leg), so 830 kg per leg, meaning a thrust-to-mass ratio of ~12.39x.

We then plug it into the handy Quadratic Formula, first intercept form:
Remember to put the square root in... *Cough*
T1 = (-B - (B*B - 4*A*C)^0.5) / (2 * A)
A = -9.8 / 2 = -4.9;
B = 12.39; Assuming a more realistic 70% of this number before we leave the ground gives us 8.673. We'll just call that 8.7 m/s
C = 0

T1 = ((-8.7) - (8.7^2 - 4*(-4.9)*0)^0.5) / (2 * -4.9)
Simplified:
T1 = ((-8.7) - (8.7^2)^0.5) / (2 * -4.9)
Simplified:
T1 = ((-8.7) - 8.7) / (2 * -4.9)
Run through calculator (Windows Calc doesn't like it, so manually):
T1 = ~1.78 seconds
Checked with website quadratic calculator:
T1 = ~1.78 seconds

From there, some linear position:
First, *Cough* half the time taken is half-way through the jump, and thus its zenith.
T = 1.78 / 2 = 0.89
P2 = P1 + V*T + 0.5*A*T*T
P2 = 0 + 8.7*0.89 + 0.5 * -9.8 * 0.89 * 0.89

3.86 meters straight up... Yeah, I can see how vampire movement could be mistaken for flying! :o

With a running pace of a footstep or two per second, a vampire would be a literal blur.

And now you know. And knowing is half of figuring out which hardwoods can make viable bullets. ;)

Which means a vampire would have an eerie, gliding movement, even at a full dash, because jumping in a battle = dead, as **any martial artist, historian, or soldier would tell you. So feet on the ground, and a lot less bobbing movement, because pushing down like you would if alive is going to send you several inches up. Or in other words, an awkward hop-stumble.

* I had more precise numbers, at one point. Also, RPG design and development.
** Cannot guarantee. Not an expert on any of those. Have done karate.
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.

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King of Worms
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Re: Daggerfall Unity Models Overhaul

Post by King of Worms » Sat Jun 10, 2017 10:47 am

I might be crazy but the 1st moment I saw the sped up animation I thought "this is it" :) Maybe 2x would be enough tho...

I get your reasoning behind slow movement you described. But this vampire, its not like he doesnt need to move fast. He is fast in nature, something like a cat on hunt. I agree, its 4 animation windows, or 2... but they have chosen this speed for a reason as other monsters dont move so rapidly if Im not mistaken. Just my opinion ofc.

I agree 100% with jmanowar

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ragholio
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Re: Daggerfall Unity Models Overhaul

Post by ragholio » Thu Jul 06, 2017 4:27 pm

Hey guys. Does anyone have a zip file of all exported Daggerfall models? I'd like to get back into it but Daggerfall Modelling doesn't work on my machine so I can't export models myself. The only models I have are those that I was texturing for AlexanderSig's models back in the DaggerXL days.

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Nystul
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Re: Daggerfall Unity Models Overhaul

Post by Nystul » Thu Jul 06, 2017 8:41 pm

ragholio wrote:I'd like to get back into it but Daggerfall Modelling doesn't work on my machine so I can't export models myself.
have you seen this link: http://www.dfworkshop.net/df-modelling- ... n-startup/

maybe this fixes your problem

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Interkarma
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Re: Daggerfall Unity Models Overhaul

Post by Interkarma » Thu Jul 06, 2017 10:07 pm

Thanks for posting that Nystul!

I should also add that installing the .NET 2.0/3.5 Framework is actually required in Windows 8 through 10. Here's the link for that process. I need to update that page.

https://docs.microsoft.com/en-us/dotnet ... windows-10

And please be sure to install the exact XNA Framework linked from that Workshop page. It has to be 3.1. :)

Once you have .NET 2.0/3.5 and XNA Framework 3.1, it should run OK. I still use DF Modelling to this day.

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ragholio
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Re: Daggerfall Unity Models Overhaul

Post by ragholio » Fri Jul 07, 2017 12:56 pm

Thanks guys. I've followed these steps but it still doesn't work on my Windows 8.1 based system. :(

Description:
Stopped working

Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: daggerfallmodelling.exe
Problem Signature 02: 0.8.0.0
Problem Signature 03: 4e7ee565
Problem Signature 04: DaggerfallModelling
Problem Signature 05: 0.8.0.0
Problem Signature 06: 4e7ee565
Problem Signature 07: 9
Problem Signature 08: 40
Problem Signature 09: System.IO.FileNotFoundException
OS Version: 6.3.9600.2.0.0.768.101
Locale ID: 3081

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Interkarma
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Re: Daggerfall Unity Models Overhaul

Post by Interkarma » Fri Jul 07, 2017 1:34 pm

That is the exact error you get when XNA Framework 3.1 is missing. It can't be 3.0, 4.0, or any other version - has to be 3.1. :)

Once you've installed XNA Framework 3.1, check that it's present in your list of installed programs like so.
xna31-installed.JPG
xna31-installed.JPG (22.82 KiB) Viewed 1735 times
I can reproduce that exact CLR error just by uninstalling XNA 3.1 and fix it by re-installing XNA 3.1 again.

If that still doesn't fix it for you, I don't know where else to go from here. All I can suggest is one of your frameworks (.NET 2.0 or XNA 3.1) have problems and might need to be reinstalled. A reinstall of Daggerfall Modelling couldn't hurt after doing that. Good luck!

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ragholio
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Re: Daggerfall Unity Models Overhaul

Post by ragholio » Sun Jul 09, 2017 2:53 pm

Call me a dummy, but I didn't reboot after installing v3.1. Works fine now :) Cheers.

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Interkarma
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Re: Daggerfall Unity Models Overhaul

Post by Interkarma » Sun Jul 09, 2017 9:01 pm

Yay! I'm happy to hear we got there in the end. :)

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