KoW - D.R.E.A.M.

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King of Worms
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Re: KoW - D.R.E.A.M.

Post by King of Worms »

Its too silent here... I do some small improvements/polish on the mod, getting it towards something like a 1.0 release which will accompany the 1.0 release of DFU. The release notes are getting more filled... few of those are still in progress..
Spoiler!
= TEXTURES =
Created dungeon 320 set completely a new, old one was bad - new one is really creepy!
Created dungeon 322 set completely a new, old one was a copy/paste of 424 dungeon
Improved dungeon 319 ceiling colors to better fit rest of the set¨

Added some more Ivy greenery on following main quest location exteriors:
Direnni Tower
Shedungent
Scourg Barrow
Castle Llugwych

Optimized brightness/saturation of buildings interiors textures for better overal game coherency
Created 1 new interior variation for better diversity
Created normal maps for all 20 painting canvas, tweaked painting smoothness

Created doors 056_6-0 and 332_2-0 (not used ingame yet but u can see em in loading screens)



= SPRITES =
Created new HD "skeleton on pike" sprite 206_10-0 (253_76-0) based on real skeleton
Posterized some skulls which looked too photorealistic before
Remade cats so they dont look like monkies when u drink too much whiskey :)



= NPCS =
All statues added shading so the fit better their dark/bright surroundings



= COMMONERS =
Waifu Upscaled and manually cleaned the distant frames
Manually improved the close front facing frames
Added missing detailed faces to front facing distant frames of commoners 397 + 398



= HUD =
Corrected the dynamic background script so the Werewolf/Wereboar images work correctly in interiors
Improved the torch flames on "dead" "court" and "prison" screens

Added missed Inventory Magic item "electricity" effect
Resized this effect so it fits inventory tiles better (vanila bug)
Added missing Inventory "Buy item" rotating coin sprite


= MOBS =
Created new Ghost/Wraith carcass - pile of ash (In vanilla it was a generic skull & bones pile 306_0-0)

New Nymph face
New City Guard face
Improved Imp face
Improved Giant Bat face

Detected a bug which was causing a 1 of 5 blood splatter animation sprites to be missing
Improved all blood splatter animation sprites
Improved all hit blood splatters on all MOB frames + new non-front facing sprites ( = better infighting)
Fixed 483_11-0 (female thief hit frame) being completely incorect (vanilla bug)

Removed white sprites on Rat, Spriggan
Corrected Tiger attack overbright sprite

Fixed Vampire Female - head being visible thru hood
Fixed Ancient Lich - skull being visible thru green hood
Fixed Female Spellsword - head being visible thru green hood
Fixed Female Spellsword v2 - head be visible thru blue hood
Fixed Female Druid - head being visible thru blue hood



= 1ST PERSON HANDHELD =
Fixed annoying bug on all 1st person handheld items - white lines around items are gone
Created 4 HD shield types so Dream works with Ambidexterity Shield Mod



= TERRAIN MODs =
Created new terrain tile sets so DREAM is compatible with Wilderness mod extended terrains (Thanks Daniel 87!)
Created new terrain tile sets so DREAM is compatible with Splat Terrain texturing mod



= PRESETS =
Updated all presets so it works with latest mod versions
Created a DREAM preset for Convenient clock



= NPC PORTRAITS =
Normalized some portraits brightness
Cleaned NPC portraits of excessive god rays effect
100s of NPC portraits further polished and corrected (Thanks Izendel!)



= PAPERDOLL =
47 new HD portraits for player characters

Portrait Artists:

= RedHookGhost (38 faces) =
(2x Nord Male)
FACE02I0.CIF_8-0
FACE02I0.CIF_9-0

(9x High Elf Male)
FACE04I0.CIF_0-0
FACE04I0.CIF_1-0
FACE04I0.CIF_2-0
FACE04I0.CIF_3-0
FACE04I0.CIF_4-0
FACE04I0.CIF_5-0
FACE04I0.CIF_6-0
FACE04I0.CIF_7-0
FACE04I0.CIF_9-0

(10x Wood Elf male)
Whole set FACE05I0.CIF_x-x

(7x Khajiit Male)
FACE06I0.CIF_3-0
FACE06I0.CIF_4-0
FACE06I0.CIF_5-0
FACE06I0.CIF_6-0
FACE06I0.CIF_7-0
FACE06I0.CIF_8-0
FACE06I0.CIF_9-0

(10x Whole Vampire set)
2 variants

= Blazer Steppo (6 faces) =

(3x Nord Male)
FACE02I0.CIF_1-0
FACE02I0.CIF_6-0
FACE02I0.CIF_7-0

(2x Khajiit Male)
FACE06I0.CIF_1-0
FACE06I0.CIF_2-0

(1x Khajiit Female)
FACE16I0.CIF_9-0

= Merlkir (3 faces) =
(2x Nord Male)
FACE02I0.CIF_0-0
FACE02I0.CIF_4-0

(1x High Elf Male)
FACE04I0.CIF_8-0


= DFU GENERAL =
Supporting the translations projects
Small support towards the Wilderness project
Reporting bugs

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King of Worms
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Re: KoW - D.R.E.A.M.

Post by King of Worms »

When I get to something resembling art....
added more greenery to the main quest castles, they now look more interresting, old and grounded in the surroundings
Showing 3 of 4 such places because of images limit
Spoiler!
DaggerfallUnity 2021-07-05 16-41-40.jpg
DaggerfallUnity 2021-07-05 16-41-40.jpg (462.34 KiB) Viewed 1675 times
DaggerfallUnity 2021-07-05 16-38-05.jpg
DaggerfallUnity 2021-07-05 16-38-05.jpg (525.91 KiB) Viewed 1675 times
DaggerfallUnity 2021-07-05 16-45-15.jpg
DaggerfallUnity 2021-07-05 16-45-15.jpg (550.96 KiB) Viewed 1675 times

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MrFlibble
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Re: KoW - D.R.E.A.M.

Post by MrFlibble »

Looks very nice!

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King of Worms
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Re: KoW - D.R.E.A.M.

Post by King of Worms »

Thank you :) the combination of old stone with some green moss/ivy has its certain charm, its a safe bet.... like a red ferrari.

The thing which makes this looks a bit more stylish is, that Ive have kept the normal maps and the height maps the way they looked before I even added the greens. The greens are added only on the main texture. This makes the green stuff blend in better and copy the stone better, in some places merging with it even - like in the last image at the horizontal parts..

Ive added slight shadow under the green stuff so it blends with the stone better. It behaves more like ambient occlusion than a defined shadow. Without that - it did not look good. These things are invisible to the end user.

Working with these type of textures - 512x1024 canvas which is basically repeated all over the building - is very special task. In modern games, you have unlimited amount of textures to define a object. Here you have basically ONE for the last image. TWO for the previous ones which include windows. Its brutal minimalism. And everything counts there. I like the discipline. It has something in common with the discipline of pixel art - with a very limited resources you try to achieve as much as possible.

Avnar
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Joined: Wed Dec 02, 2020 4:11 pm

Re: KoW - D.R.E.A.M.

Post by Avnar »

I found a bug with 0.11.5 and the UI module.
The Map looks like this with the module enabled:
Image
Probably has something todo with:
Added "Accessibility" panel in DFU settings, with 4 new settings to select building colors in the Automap #2147

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pango
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Re: KoW - D.R.E.A.M.

Post by pango »

Hi,
Avnar wrote: Fri Jul 23, 2021 3:11 pm I found a bug with 0.11.5 and the UI module.
The Map looks like this with the module enabled:
You forgot to mention that at that point the game is crashed, so the regression does really look bad.
The log looks like this (many times):

Code: Select all

Texture TOWN00I0.IMG is not readable. 

UnityException: Texture 'TOWN00I0.IMG' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings.
  at UnityEngine.Texture2D.Apply (System.Boolean updateMipmaps, System.Boolean makeNoLongerReadable) [0x00015] in <11c3ef05f0294860a73da09e45414fab>:0 
  at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallExteriorAutomapWindow.Setup () [0x000fa] in <d862b82fd90148779d1cdd4f2a73f7b4>:0 
  at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallExteriorAutomapWindow.OnPush () [0x0000e] in <d862b82fd90148779d1cdd4f2a73f7b4>:0 
  at DaggerfallWorkshop.Game.UserInterface.UserInterfaceManager.AddWindow (DaggerfallWorkshop.Game.UserInterface.IUserInterfaceWindow window) [0x0000c] in <d862b82fd90148779d1cdd4f2a73f7b4>:0 
  at DaggerfallWorkshop.Game.UserInterface.UserInterfaceManager.PushWindow (DaggerfallWorkshop.Game.UserInterface.IUserInterfaceWindow window) [0x00000] in <d862b82fd90148779d1cdd4f2a73f7b4>:0 
  at DaggerfallWorkshop.Game.DaggerfallUI.ProcessMessages () [0x0065a] in <d862b82fd90148779d1cdd4f2a73f7b4>:0 
  at DaggerfallWorkshop.Game.DaggerfallUI.Update () [0x0009f] in <d862b82fd90148779d1cdd4f2a73f7b4>:0 
Avnar wrote: Fri Jul 23, 2021 3:11 pm Probably has something todo with:
Added "Accessibility" panel in DFU settings, with 4 new settings to select building colors in the Automap #2147
Indeed git bisect points at commit 76ccb0d, which is part of this Pull Request
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Interkarma
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Re: KoW - D.R.E.A.M.

Post by Interkarma »

I'm sorry this is happening. I specifically wanted the change not to write to the texture for this reason. You can see my comment below.

https://github.com/Interkarma/daggerfal ... r652195585

I've obviously missed checking this fully in review. I'll take a look now to see if a hotfix can be arranged.

Edit: Yep, I missed this in review. The method used to recolour legend was changed to an overlay rather than a texture write, but the changes to make texture read-write and call texture.Apply() were not removed despite no longer being needed. I've submitted a fix for this now.

https://github.com/Interkarma/daggerfal ... 59a6e3b298

I'll release a hotfix shortly to 0.11.6 to resolve this. KoW - if you're doing a rebuild of DREAM for 0.11.5 anyway, you should also be able to workaround this by setting your TOWN00I0.IMG import settings to allow texture writes.

Edit2: Have confirmed fix is compatible with current release of DREAM from Nexus. Spinning up hotfix builds to 0.11.6 now and will post when available.

Edit3: Hotfix to 0.11.6 now available. Builds are otherwise identical to 0.11.5 with just the fix for this specific issue.

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King of Worms
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Re: KoW - D.R.E.A.M.

Post by King of Worms »

Wow thanks a lot guys, Im not at home and before I was even able to make a bug report its fixed in a new release. Really appreciate that, I did not expect thatto happen. 😊👍

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Interkarma
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Re: KoW - D.R.E.A.M.

Post by Interkarma »

You're welcome mate. :)

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Shapur
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Re: KoW - D.R.E.A.M.

Post by Shapur »

Untitled.png
Untitled.png (99.79 KiB) Viewed 1211 times
I found a (very minor) bug in your mod. In the spider texture (261, record 1, frames 1, 2, 3 (counting from 0)), there is a small, during normal gameplay invisible dot, that shouldn't be there.
Link to my github here.
And here is my nexus profile.

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