Rendering HQ first person weapon textures, texture resolution is upped 10 times from vanilla. Doing non-magical weapons for now, will release them by type(that means all material variants for a weapon type). Still a little confused as to how game chooses weapon textures, since there are only 3 sword texture variants(almost identical) and only one magical sword texture in arena 2 data files, but there're 10 sword type weapons in game. Anyway
As to how the game creates a variations of materials... theres this default color on the vanila sword. Its a special color. Game knows this palette and it can change that specific palette to another palette, representing different material.
With modded textures, you must create all the materials separately, exactly as you did.
EDIT: realizing this download has 280mb just for swords, it might be maybe of a unnecessary high resolution. Maybe try creating something like a medium quality, with 50% resolution... it might look the same ingame, and can be more friendly towards VRAM/RAM usage... just a idea. Maybe my concerns are irrelevant
megaten wrote: ↑Sat Dec 15, 2018 11:19 am
since there are only 3 sword texture variants(almost identical) and only one magical sword texture in arena 2 data files, but there're 10 sword type weapons in game.
This is a complaint I have about the swords in daggerfall and I'd personally like to see someone give each variant a unique texture
Added warhammers
As for magic casting textures I'll do them once I finish basic weapons, I'm still thinking of an efficient way to render magic actually
The size also becomes an issue - 700 mbs for only warhamers is a lot, I agree, but I'm not doing anything about that for now