VMblast wrote:
Guys, I would really appreciate some suggestions, what is the best graphics priority work for this project. I mean if making of new models is out of the question for now and also flora models (trees etc), what than? What is the best cause and next step for the graphics assignment?
Daggerfall splits interior and exterior textures into different swap-capable "banks" (e.g. Ruins, Castle, CityA, CityB). These are loaded at runtime based on climate and season. One way to organise things would be to work through these banks one at a time, as they have the most overall visible impact on what a player sees when exploring the world.
These swap-capable banks are below. The number is simply the base archive number. For example, Exterior_Ruins=7 is referring to TEXTURE.007. To find other banks in the Exterior_Ruins set, add +000 for desert, +100 for mountain, +300 for woodland/temperate, and +400 for swamp. Then add +000 for sunny and +001 for snow set.
A couple of sets have sunny/snow swapped, or are missing one swap entirely. The code handles this internally so you only need to worry about swapping what you can see in Daggerfall Imaging 2.
Code: Select all
// General sets
Misc = 46,
// Terrain sets
Exterior_Terrain = 2,
// Exterior sets
Exterior_Ruins = 7,
Exterior_Ruins_2 = 8,
Exterior_Castle = 9,
Exterior_Castle_Snow = 10,
Exterior_CityA = 12,
Exterior_CityA_Snow = 13,
Exterior_CityB = 14,
Exterior_CityB_Snow = 15,
Exterior_CityWalls = 17,
Exterior_CityWalls_Snow = 18,
Exterior_Farm = 26,
Exterior_Farm_Snow = 27,
Exterior_Fences = 29,
Exterior_Fences_Snow = 30,
Exterior_MagesGuild = 35,
Exterior_MagesGuild_Snow = 36,
Exterior_Manor = 38,
Exterior_Manor_Snow = 39,
Exterior_MerchantHomes = 42,
Exterior_MerchantHomes_Snow = 43,
Exterior_TavernExteriors = 58,
Exterior_TavernExteriors_Snow = 59,
Exterior_TempleExteriors = 61,
Exterior_TempleExteriors_Snow = 62,
Exterior_Village = 64,
Exterior_Village_Snow = 65,
Exterior_Roofs = 69,
Exterior_Roofs_Snow = 70,
Exterior_CitySpec = 79,
Exterior_CitySpec_Snow = 80,
Exterior_CitySpecB = 82,
Exterior_CitySpecB_Snow = 83,
// Exterior misc (no climate variant)
Exterior_Hedges = 33,
Exterior_MiscWoodPlanks = 67,
Exterior_Doors = 74,
Exterior_BaseTextures = 85,
Exterior_Wagon = 88,
Exterior_BarnInterior = 171, // Used on underside of city roofs
Exterior_Barn = 171,
Exterior_Barn_Snow = 172,
// Interior sets
Interior_CastleInt = 11,
Interior_CityInt = 16,
Interior_CryptA = 19,
Interior_CryptB = 20,
Interior_DungeonsA = 22,
Interior_DungeonsB = 23,
Interior_DungeonsC = 24,
Interior_DungeonsNEWCs = 25,
Interior_FarmInt = 28,
Interior_MagesGuildInt = 37,
Interior_ManorInt = 40,
Interior_MarbleFloors = 41,
Interior_MerchantHomesInt = 44,
Interior_Mines = 45,
Interior_Caves = 47,
Interior_Paintings = 48,
Interior_TavernInt = 60,
Interior_TempleInt = 63,
Interior_VillageInt = 66,
Interior_Sewer = 68,
Interior_MiscFurniture = 90,
// Nature sets
Nature_RainForest = 500,
Nature_SubTropical = 501,
Nature_Swamp = 502,
Nature_Desert = 503,
Nature_TemperateWoodland = 504,
Nature_TemperateWoodland_Snow = 505,
Nature_WoodlandHills = 506,
Nature_WoodlandHills_Snow = 507,
Nature_HauntedWoodlands = 508,
Nature_HauntedWoodlands_Snow = 509,
Nature_Mountains = 510,
Nature_Mountains_Snow = 511,
There are obviously many other textures, but these banks make up approx. 80-90% of what player sees in the world. I hope that gives one way to scope out and subdivide work.
VMblast wrote:
PS -also you dont have possibility to make polls on this forum.
In PHPBB, you can make polls as part of creating a new topic. Hit the "poll creation" tab below the draft/preview/submit buttons in your new topic.