KoW - D.R.E.A.M.
- Adrinus
- Posts: 289
- Joined: Mon Oct 01, 2018 2:28 am
Re: KoW - Daggerfall Remaster 3.0
Yikes! Looks like enemy in-fighting got implemented... Time to add in those extra animation frames
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: KoW - Daggerfall Remaster 3.0
I think the only sane way to do that would be to rebuild 3d models of folks... And then at that point you can just drop the billboards and directly use 3d enemies
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
- Adrinus
- Posts: 289
- Joined: Mon Oct 01, 2018 2:28 am
Re: KoW - Daggerfall Remaster 3.0
Feel free to make, animate, and texture all those 3D models!
Until then, I'll stick with 2D art assets.
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: KoW - Daggerfall Remaster 3.0
Sure, but creating (and keeping consistent) all the missing interframes for all the variants of town people of the different regions under all angles and all working positions is even more work, that's what Mark Jones understood back in the day...
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
- Adrinus
- Posts: 289
- Joined: Mon Oct 01, 2018 2:28 am
Re: KoW - Daggerfall Remaster 3.0
All joking aside, you're totally correct. However, I find myself to be a terrible 3D modeller, I know no-one who can do it, and even if I did, I'd be hesitant to ask them to do all that work for me.
What's the saying: "If all you have is a hammer, every problem looks like a nail" ?
I can draw, so I do 2D assets.
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: KoW - Daggerfall Remaster 3.0
Well, I know my way around Gimp, enough to entertain friends and colleagues, but wouldn't call myself a 2d artist...
And I have done no 3d modelling, so I can't help you there either
And I have done no 3d modelling, so I can't help you there either
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
- Adrinus
- Posts: 289
- Joined: Mon Oct 01, 2018 2:28 am
- King of Worms
- Posts: 4753
- Joined: Mon Oct 17, 2016 11:18 pm
- Location: Scourg Barrow (CZ)
- Contact:
Re: KoW - Daggerfall Remaster 3.0
All animation frames are in my mod, I decided not to delete them. IN 3.0 all are present. I have a version on my HDD where these frames are converted back to 256color pallete vanila daggerfall uses, but Ive found out that when they are imported to Unity, they are re-converted back to Truecolor, so the only thing we save by using them is HDD space but no difference with RAM and VRAM usage. So in new version, I will just use the truecolor ones.
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- Adrinus
- Posts: 289
- Joined: Mon Oct 01, 2018 2:28 am
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: KoW - Daggerfall Remaster 3.0
With those dark dungeons, I've been toying with the idea of bright dungeon exits...
Ok course it would be even better with light sources (and distant bird chirps?), but that's out of my league...
Ok course it would be even better with light sources (and distant bird chirps?), but that's out of my league...
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