[MOD] Handpainted model replacement project (Release v2.10b)
- AlexanderSig
- Posts: 324
- Joined: Wed Jul 19, 2017 10:35 pm
Re: [MOD] Handpainted model replacement project (Release v1.50)
Re-doing the fountain effects so it doesn't glow so much during the night.
- jayhova
- Posts: 924
- Joined: Wed Jul 19, 2017 7:54 pm
- Contact:
Re: [MOD] Handpainted model replacement project (Release v1.50)
This one has been bugging me. Thank you.AlexanderSig wrote: ↑Sat Mar 23, 2019 3:33 pm
Re-doing the fountain effects so it doesn't glow so much during the night.
Remember always 'What would Julian Do?'.
- mikeprichard
- Posts: 1037
- Joined: Sun Feb 19, 2017 6:49 pm
Re: [MOD] Handpainted model replacement project (Release v1.50)
This is the one big fix I've been hoping for since the first release - thanks!AlexanderSig wrote: ↑Sat Mar 23, 2019 3:33 pm Re-doing the fountain effects so it doesn't glow so much during the night.
- AlexanderSig
- Posts: 324
- Joined: Wed Jul 19, 2017 10:35 pm
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: [MOD] Handpainted model replacement project (Release v1.50)
Just a heads-up, I recently fixed a bug with action door model and texture selection for interiors.
Previously all interior action doors used model id 9800. With this fix, they will now fall between 9000-9005 (inclusive). The texture will now also support climate offset for desert, mountain, temperate, etc. to match classic interior doors.
I thought I should mention it in case you need to refactor anything in your mod after next release.
Previously all interior action doors used model id 9800. With this fix, they will now fall between 9000-9005 (inclusive). The texture will now also support climate offset for desert, mountain, temperate, etc. to match classic interior doors.
I thought I should mention it in case you need to refactor anything in your mod after next release.
- AlexanderSig
- Posts: 324
- Joined: Wed Jul 19, 2017 10:35 pm
Re: [MOD] Handpainted model replacement project (Release v1.50)
@Interkarma thanks for that bud.
Couldn't really figure out what the original mesh was trying to portray so i did it like this.
The new city walls will now only show up in appropriate locations
I was thinking about adding a glow effect to treasure piles for better visibility, thoughts?
Couldn't really figure out what the original mesh was trying to portray so i did it like this.
The new city walls will now only show up in appropriate locations
I was thinking about adding a glow effect to treasure piles for better visibility, thoughts?
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: [MOD] Handpainted model replacement project (Release v1.50)
Personally I prefer realistic looking assets; Classic Daggerfall has a low-fantasy flavor to it and usually tries to reach suspension of disbelief (I'm sure we can think of dubious cases, levitating torches etc, but hopefully you see what I mean).AlexanderSig wrote: ↑Thu Mar 28, 2019 12:31 am I was thinking about adding a glow effect to treasure piles for better visibility, thoughts?
So I'd go for some shiny/glittering for the metallic parts only (coins, swords, etc.)... but no arbitrary glow just because something is loot.
I don't think it's required for gameplay either, loot is usually not so difficult to spot, and half the time it materializes as a corpse anyway.
As an exception, it could sometime help if the quest item was easier to spot (like when you have to bring back some blood that just looks like a stain on the floor), but that would be up to the engine to make quest items stand out, say as a greenish outline, as an option...
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Midknightprince
- Posts: 1324
- Joined: Fri Aug 11, 2017 6:51 am
- Location: San Antonio TX
- Contact:
Re: [MOD] Handpainted model replacement project (Release v1.50)
I cannot wait to check this out
Check out my YouTube Channel!
- mikeprichard
- Posts: 1037
- Joined: Sun Feb 19, 2017 6:49 pm
Re: [MOD] Handpainted model replacement project (Release v1.50)
However this is implemented as an option (through base DFU or this or another mod), I would always have this on.pango wrote: ↑Thu Mar 28, 2019 1:36 am As an exception, it could sometime help if the quest item was easier to spot (like when you have to bring back some blood that just looks like a stain on the floor), but that would be up to the engine to make quest items stand out, say as a greenish outline, as an option...
- AlexanderSig
- Posts: 324
- Joined: Wed Jul 19, 2017 10:35 pm
Re: [MOD] Handpainted model replacement project (Release v1.50)
Good idea to highlight quest objects, I think this would require some coding work though which is not in my skillset.
I've been improving textures of older models and I've also started creating some regional variants while I'm at it. So some furniture you see in Hammerfell will look different to what you find in High Rock. This was not part of the original game so I'm excited to be able to expand the visual diversity of the game.
I've also fixed the bug where lampposts look weird when they're in front of a 2d flat. They will also have a new flame particle effect.
Made a couple of new models as well.
I've been improving textures of older models and I've also started creating some regional variants while I'm at it. So some furniture you see in Hammerfell will look different to what you find in High Rock. This was not part of the original game so I'm excited to be able to expand the visual diversity of the game.
I've also fixed the bug where lampposts look weird when they're in front of a 2d flat. They will also have a new flame particle effect.
Made a couple of new models as well.