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 » Mon Mar 16, 2020 5:54 pm

Hazelnut wrote:
Mon Mar 16, 2020 5:38 pm
I can confirm that archive 233 isn't referenced in the item templates so isn't used from what I know.
Thanks a lot, I confirm. Good to know I can remove them from the MOD.

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

Post by King of Worms » Mon Mar 16, 2020 6:09 pm

And with placement of the weapons, this is pretty much done... Ive managed to make things look really good, and now it starts to be a pleasure to play with the doll ( :roll: :lol: )

Heres the log

-----------------------------------------------------
= PAPERDOLL - Finalization of the project =
-----------------------------------------------------
-----------------
= CLOTHING =
-----------------
Added detail textures & shading to all AI clothing 3130 files
Surface light blur pass to even out the new details

Corrected all cloaks interior parts causing transparency issues
Darkened the cloak interior parts to look more natural
Tuned the cloak variants colors to better match each other


Corrected brightness on all female clothing
Palete change on all Aquamarine colors Female to better match the vanila colors
Reduced saturation by -20 on all Red and Purple Female color
Reduced lightness -5 saturation -10 of female purple clothing
Reduced saturation -20 added lightness +5 to all Green Female colors
Reduced brightness on some female white/aquamarine clothes
Refined edges on all AI golden tunics

Created 40 missing masks for the AI cloaks sets 239, 240, 241, 242
Cloaks 242_47 - all variants were bugged > remade + masks
Cloaks 241_24 - all variants were bugged > remade + masks
Improved cloak interiors to better fit exteriors
Skirts 240_101_0-Blue - corrected dimensions
Male sandals remade (tall version) to better fit various trousers


CLOTHING NEW VARIANTS:
Female leather trousers 40 color variants
Female golden suit - created all 40 color variants
Hide bra - shader, created all 40 color variants
Spiked bra - shader, created all 40 color variants
Flower bra - corected, added missing parts, shader, all 40 color variants
All female boots - added 440 color variants
Golden parts - mix of shader, detail textures. 200 new color variants
All male trousers, boots, suits, 520 clothing color variants


Corrected the vanilla bug causing the body switch with shirt 241_58 (all colors)
Corrected many miscleanious bugs in male clothing
Completed the overlooked missing pieces

Removed unused black & orange clothing color variants (Sitrus version) 1300 files


------------------
= BODIES & FACES =
------------------
All bodies - new shaders and detail textures
Tweaked the Dark elf male bodies colors
Argonian faces detail textures and shading


Dark Elf male/female faces in HD
Redguard female faces HD
Nord female faces HD


Corrected faulty outlines on the character faces
Rescaled the Sitrus faces roughly towards the 512*512 resolution
Corrected the Sitrus bodies dimensions and placement in the canvas
Created the clothed variants for Sitrus bodies (with underwear)


----------
= ARMORS =
----------
Detail texture layers and additional shading pass on all armors
Refined edges on all armors - 1280 parts


All Chain armors completely remade, inconsistent vanilla transparency corrected
Further improved the chain armor transparency
Improved the hide armor legs chain transparency


Improved masking on all helmets, getting rid of most of the white outlines
All 600 helmet variants re-seated to the character bodies using the XML files

Finetuned all armor sets brightness across the parts
Corrected all female armor bugged colors due to the wrong export script

Corrected wrong vanila placement of female full body armors (1,5 degree rotation)
Removed 500 redundand sprites & 4 masks


-----------
= WEAPONS =
-----------
Removed whole weapon set 233 which was not used in the game (280 images)
Reseated all weapons placement in character hands via XML files (280 files)
All weapons with new shaders and detail texture

Tweaked all dwarven weapons blade colors towards the darker shade (2nd pass)

Corrected bug on all rapiers causing a discoloration around the arm
Corrected some shields missed in a previous runs


...PLUS LOTS OF GENERAL POLISH AND BUG FIXING IN THE WHOLE PAPERDOLL PROJECT...



-------
= HUD =
-------
Tweaked some character background to better match the Paperdoll.

Changed the Wereboar player portrait from brown to Black to go with the 2020/r1 change of the Wereboar MOB from brown to Black
(this was done to make werewolf and wereboar MOBs more distinct)

Created a Potion maker HD interface and ensured its correct behavior with HD ingredients (thanks Lacus)

-----------
= SPRITES =
-----------
Implemented the hand drawn terrain sprites of the desert region made by Jman0War
(this version is mixed with my desert sprites to get the best from both versions)


PAPERDOLL closed beta 2019:

Darkened all of the elven, silver, dwarwen, daedric armor parts to better match the rest

Re-processed all armor using denoising algo, it removed the AI upscaling artefacts, smoothened the color gradients and made the visuals better match the clean vanila style
(as a by-product of denoising there is a 1/3 optimalization at the memory usage level)

Further upscaled the current version of the faces (xBRZ with manual cleaning) using Waifu algo, for better detail and color gradients

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

Post by Hazelnut » Mon Mar 16, 2020 6:58 pm

Does this include the art that Sitrus was doing or is that separate?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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

Post by King of Worms » Mon Mar 16, 2020 9:46 pm

Hazelnut wrote:
Mon Mar 16, 2020 6:58 pm
Does this include the art that Sitrus was doing or is that separate?
It does, but modified as described in the log
And his armors are not included, he never released them, so only vanilla armors.

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

Post by King of Worms » Tue Mar 17, 2020 2:26 pm

Ive used a photoshop script to dive the spell icons list to the 240 layers and used shading on those to create a frame around them. It now looks more in line with the other two spellbook frames to the right.

I do some adjustments in the HUD section, for example Ive darkened the notebook and book background again. It improved the readability a lot and I like this new look - the book is just a fading background to the text, not pretending to be a actual part of it, its more surreal.
Spoiler!
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2020_03_16_09_34_36.jpg
2020_03_16_09_34_36.jpg (288.9 KiB) Viewed 197 times

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

Post by King of Worms » Tue Mar 17, 2020 2:55 pm

Thats the icons how they appear in the game now:
Spoiler!
Icons.jpg
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Re: KoW - D.R.E.A.M.

Post by Midknightprince » Tue Mar 17, 2020 7:36 pm

Sweet !
An update !
Check out my YouTube Channel!

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

Post by King of Worms » Wed Mar 18, 2020 2:10 am

Ive made these new chiseled glass overlay shaders on the character portraits.
It makes the conversation window I bit more polished :)
Spoiler!
Portraits.jpg
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Hazelnut
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Re: KoW - D.R.E.A.M.

Post by Hazelnut » Wed Mar 18, 2020 7:58 am

Will that be optional KoW? Not too keen on it personally.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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

Post by King of Worms » Wed Mar 18, 2020 9:42 am

If you allow transparency here viewtopic.php?f=22&p=41322#p41322 I will consider it :lol: :lol: :lol:

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