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Re: Daggerfall Unity Models Overhaul

Posted: Sat Jun 10, 2017 3:09 am
by jman0war
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.

Re: Daggerfall Unity Models Overhaul

Posted: Sat Jun 10, 2017 4:29 am
by Narf the Mouse
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.

Re: Daggerfall Unity Models Overhaul

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

Re: Daggerfall Unity Models Overhaul

Posted: Thu Jul 06, 2017 4:27 pm
by ragholio
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.

Re: Daggerfall Unity Models Overhaul

Posted: Thu Jul 06, 2017 8:41 pm
by Nystul
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

Re: Daggerfall Unity Models Overhaul

Posted: Thu Jul 06, 2017 10:07 pm
by Interkarma
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.

Re: Daggerfall Unity Models Overhaul

Posted: Fri Jul 07, 2017 12:56 pm
by ragholio
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

Re: Daggerfall Unity Models Overhaul

Posted: Fri Jul 07, 2017 1:34 pm
by Interkarma
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 2852 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!

Re: Daggerfall Unity Models Overhaul

Posted: Sun Jul 09, 2017 2:53 pm
by ragholio
Call me a dummy, but I didn't reboot after installing v3.1. Works fine now :) Cheers.

Re: Daggerfall Unity Models Overhaul

Posted: Sun Jul 09, 2017 9:01 pm
by Interkarma
Yay! I'm happy to hear we got there in the end. :)