Screenshot thread

Discuss Daggerfall Unity and Daggerfall Tools for Unity.
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King of Worms
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Re: Screenshot thread

Post by King of Worms » Fri Jul 12, 2019 8:03 pm

Secret chamber at the top of the Privateers Hold dungeon :twisted:
Spoiler!
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King of Worms
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Re: Screenshot thread

Post by King of Worms » Sat Jul 13, 2019 9:47 pm

And some more materials, I use sharpening and FXAA using reshade and get nice results on the textures and NPCs/MOBs/Sprites... its very good.
Spoiler!
DaggerfallUnity 2019-07-13 23-38-54.jpg
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emmathepony
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Re: Screenshot thread

Post by emmathepony » Sat Jul 13, 2019 11:25 pm

King of Worms wrote:
Sat Jul 13, 2019 9:47 pm
And some more materials, I use sharpening and FXAA using reshade and get nice results on the textures and NPCs/MOBs/Sprites... its very good.
Looks really good especially the 3D skulls.

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pango
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Re: Screenshot thread

Post by pango » Sun Jul 14, 2019 9:03 am

That island between Daggerfall and Betony is a really nice place to have some good time.
Make sure your vaccines are up to date!
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King of Worms
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Re: Screenshot thread

Post by King of Worms » Sun Jul 14, 2019 9:41 am

pango wrote:
Sun Jul 14, 2019 9:03 am
That island between Daggerfall and Betony is a really nice place to have some good time.
Make sure your vaccines are up to date!
Lol that 1st screen misses just a camp bed and a beach umbrella (and maybe a cocktail on the table)
Would be funny easter egg ;)

Btw I got used to the more blurry mipmaps, its deffo better than the too sharp ones. I like how the tiling patterns on the distant terrain got almost invisible. Still I think a bit more sharpness might be possible without re-introducing the too sharp jagged textures. Do you think its possible in the future?

PS: Cant wait for the moment I apply normal maps to the terrain, I think it will be great, if done properly. But it does not work to me :X I told Lacus about it already, lets hope he will help.

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pango
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Re: Screenshot thread

Post by pango » Sun Jul 14, 2019 11:36 am

King of Worms wrote:
Sun Jul 14, 2019 9:41 am
Btw I got used to the more blurry mipmaps, its deffo better than the too sharp ones. I like how the tiling patterns on the distant terrain got almost invisible. Still I think a bit more sharpness might be possible without re-introducing the too sharp jagged textures. Do you think its possible in the future?
Well, there's always a tradeoff between aliasing and blurriness indeed. That's why mipmaps have a mipmapBias parameter for example.
I'm not sure if this applies to custom surface shaders, but it's not difficult to implement directly in the shader code:
left 0 (current), middle -0.5 bias, right -1 bias:
mipmapbias.png
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It seems -0.5 is quite safe to use, while I'm seeing more and more aliasing as I go above; So I submitted a PR with a -0.5 bias...

(damn, I thought vegetation was deterministic, but comparing those screenshots it seems just random...)
When a measure becomes a target, it ceases to be a good measure.
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Uncanny_Valley
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Re: Screenshot thread

Post by Uncanny_Valley » Wed Jul 17, 2019 9:05 pm

attic.png
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mikeprichard
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Re: Screenshot thread

Post by mikeprichard » Thu Jul 18, 2019 3:00 am

Uncanny, where's that armor suit model in your shot from?

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pango
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Re: Screenshot thread

Post by pango » Thu Jul 18, 2019 3:07 am

It comes from Daggerfall itself I think. You can find it in several castles/dungeons (Castle Wayrest, Aetherius,...)

Nice attic! Houses and dungeons could really use more stuff in them, I guess they kept furniture to the bare minimum for performance reasons at the time...
Last edited by pango on Thu Jul 18, 2019 3:12 am, edited 1 time in total.
When a measure becomes a target, it ceases to be a good measure.
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Jay_H
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Re: Screenshot thread

Post by Jay_H » Thu Jul 18, 2019 3:08 am

Mantellan Crux. There are some of them in the penultimate section, after you do the instant-kill switch puzzle.
Come join the Unofficial Daggerfall Unity Discord.
Try the first Daggerfall Unity Quest Pack with many all-new quests.
Progress on fixing classic quests here.

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