Im working on mobs atm, adding the emission maps to lich, it looks great esp on the spells he casts..
Plus Im refining the outlines of many mobs, to be soft/antialiased. This will make the mobs blend better ingame and appear higher res at the outline level.
And Im filling those empty holes left after AI upscaling/Masking..
Soft vs hard outline
- soft edges of the image at the top will become smooth with ingame antialiasing enabled
- jagged edges at the lower image translate to the game, and cant be gotten rid of with ingame Antialiasing, looking low resolution
Spoiler!
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Re: KoW - D.R.E.A.M.
Posted: Sun Jul 14, 2019 8:36 pm
by King of Worms
King of the hill With one eye glowing
I plan to light up the top of his staff as well
Spoiler!
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Re: KoW - D.R.E.A.M.
Posted: Sun Jul 14, 2019 9:11 pm
by King of Worms
Team undead
That 2nd screen tho!
Spoiler!
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Ancient Lich staring to your soul, and his 3 comrades behind him observe the massacre
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emissive map for a spell cast by the Lich (+the eyes) - it makes nice effects
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Re: KoW - D.R.E.A.M.
Posted: Sun Jul 14, 2019 9:14 pm
by King of Worms
Team undead 2
Spoiler!
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Re: KoW - D.R.E.A.M.
Posted: Sun Jul 14, 2019 9:32 pm
by King of Worms
This was a test of the new smooth outlines and emissive eyes/spells on the MOBs . It turned into a blood arena after a while
But the conclusion is the results are great, the mobs now blend into the game much better. Creating smooth outlines is time consuming because u must do it manually, I think 2/3 of the task is done after today tho...
Ive made a test on the tree sprite using AI and got this
1st is current Dream
2nd AI
Spoiler!
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Re: KoW - D.R.E.A.M.
Posted: Sun Jul 14, 2019 10:21 pm
by Adrinus
The outline sharpening really does make a huge difference!
I've chipped another 10 outlines out myself today:
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Re: KoW - D.R.E.A.M.
Posted: Mon Jul 15, 2019 10:04 am
by King of Worms
It made the mobs look really clean and high res, and the performance is the same, I love the results, but it needs to be seen ingame.
Plus yesterday I finalized my ReShade preset Im very satisfied with, tested it in every light condition and once you see it, u cant get back.
Vanilla is very blurry, almost like if you had 1+ dioptry no kidding, with my preset, its like you put a dioptric goggles on. Its GREAT! Everything seems 2x the original resolution, and I managed to keep the colors in check, so no too dark/too light spots. Its quite fine tuned Im very satisfied with it!!
Plus this bow...
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Re: KoW - D.R.E.A.M.
Posted: Mon Jul 15, 2019 12:07 pm
by TheLacus
King of Worms wrote: ↑Fri Jul 12, 2019 5:19 pm@Lacus - thanks for the link, Ive seen it briefly after a version update
Is there a info on which clothing parts are able to be colorized, and what types of clothing colors are in daggerfall?
The link i gave you has all the colors and armor types. I don't have a complete list of texture archives with cloth pieces, but i think they are only 235-242, followed by armors (245-252).
I don't know if this is what you're looking for but ItemTemplates.txt lists all items with their texture archive and record.
Re: KoW - D.R.E.A.M.
Posted: Mon Jul 15, 2019 3:25 pm
by King of Worms
Hi mate, thanks for the links!
Btw I created a output log for the terrain normals mod.
I tryed to set the normals to read/write enabled (same as the base textures) and it did not help.
I can send u a terrain textures/normals to try it as well?
PS: Ive created a bow replacement files, renamed em to have the material in the name (_Silver) and in the game only the 1st frame is upscaled, rest turns to default, as soon as you shoot the arrow.
Failed to load asset: 097_11-0
Failed to load asset: 097_5-0
Failed to load asset: 097_13-0
Failed to load asset: 097_14-0
Failed to load asset: 097_3-0
Failed to load asset: 097_2-0
Also check these statues.
There's nothing about normal maps or weapons. Feel free to send me the files