Diverse Weapons and other FPS sprites and concepts
- realakp
- Posts: 21
- Joined: Sat Oct 02, 2021 6:12 pm
Diverse Weapons and other FPS sprites and concepts
Nexus: https://www.nexusmods.com/daggerfallunity/mods/242
I'll try to post updates here so that those who aren't on Discord can also get a glimpse.
I'm currently working on improving the bows, adding unique arrow graphics and, courtesy of Reconsile, I added his improved hand sprites.
If anyone would be willing to use any of the animations below then feel free to contact me. I will prepare the proper frames according to the specified parameters.
Grapling hook concept:
Crossbow concept:
I'll try to post updates here so that those who aren't on Discord can also get a glimpse.
I'm currently working on improving the bows, adding unique arrow graphics and, courtesy of Reconsile, I added his improved hand sprites.
If anyone would be willing to use any of the animations below then feel free to contact me. I will prepare the proper frames according to the specified parameters.
Grapling hook concept:
Crossbow concept:
- DunnyOfPenwick
- Posts: 275
- Joined: Wed Apr 14, 2021 1:58 am
- Location: Southeast US
Re: Diverse Weapons and other FPS sprites and concepts
I could use that grappling hook animation in The Penwick Papers mod.
A problem might arise if the player moves the mouse while the animation is being shown. It might not look right.
I suppose I could prevent the camera from moving while animating somehow, or make some change to the animation itself that makes it look natural...
A problem might arise if the player moves the mouse while the animation is being shown. It might not look right.
I suppose I could prevent the camera from moving while animating somehow, or make some change to the animation itself that makes it look natural...
- DunnyOfPenwick
- Posts: 275
- Joined: Wed Apr 14, 2021 1:58 am
- Location: Southeast US
Re: Diverse Weapons and other FPS sprites and concepts
I've done more thinking and I think the best way to implement the grappling hook throw is to separate the hand and rope in the animation.
The Prepare-For-Throw graphic would pop up briefly, then when the throw is shown the player sees the hand make a movement. The hook/rope graphic could be attached to a separate billboard object that moves away from the player. I might rotate it a bit around the y-axis to give the illusion of wiggling rope.
edit: alternatively, you handle the rope wiggling and I just cycle through it with the billboard.
The Prepare-For-Throw graphic would pop up briefly, then when the throw is shown the player sees the hand make a movement. The hook/rope graphic could be attached to a separate billboard object that moves away from the player. I might rotate it a bit around the y-axis to give the illusion of wiggling rope.
edit: alternatively, you handle the rope wiggling and I just cycle through it with the billboard.
- realakp
- Posts: 21
- Joined: Sat Oct 02, 2021 6:12 pm
Re: Diverse Weapons and other FPS sprites and concepts
I was thinking to do it in such a way that at the moment when the last frame of the animation ends, the rope is drawn already in 3D space. Just like with the arrow. In the first frames of the bow animation you can see the arrow, but later it is already flying in 3D space as a 3D object (or sprite, but moving in area not just drawn on FPS HUD). I will try to get it in the game and test how it currently works.
- DunnyOfPenwick
- Posts: 275
- Joined: Wed Apr 14, 2021 1:58 am
- Location: Southeast US
Re: Diverse Weapons and other FPS sprites and concepts
I might be able to achieve good results just by shifting the image around if need be to account for mouse movement.
- realakp
- Posts: 21
- Joined: Sat Oct 02, 2021 6:12 pm
Re: Diverse Weapons and other FPS sprites and concepts
I separated the hand and the rope, will see if it's OK this way. Hope you'll find these sprites useful.
https://cdn.discordapp.com/attachments/ ... ngHook.zip
https://cdn.discordapp.com/attachments/ ... ngHook.zip
- DunnyOfPenwick
- Posts: 275
- Joined: Wed Apr 14, 2021 1:58 am
- Location: Southeast US
Re: Diverse Weapons and other FPS sprites and concepts
I've got the animations using your sprites added and it looks good.
I do appear to have run into a bug in the Unity GUI engine however.
Look at the errant lines in the screenshot below.
I initially thought there might be garbage in the original png files so I created another png to test with.
Those lines appear to be pixels wrapped around from the bottom by the call to Unity GUI.DrawTextureWithTexCoords().
Does anyone have any knowledge of this?
I was able to mostly fix the problem by removing the bottom-most line of pixels from the image.
I do appear to have run into a bug in the Unity GUI engine however.
Look at the errant lines in the screenshot below.
I initially thought there might be garbage in the original png files so I created another png to test with.
Those lines appear to be pixels wrapped around from the bottom by the call to Unity GUI.DrawTextureWithTexCoords().
Does anyone have any knowledge of this?
I was able to mostly fix the problem by removing the bottom-most line of pixels from the image.
- BadLuckBurt
- Posts: 948
- Joined: Sun Nov 05, 2017 8:30 pm
Re: Diverse Weapons and other FPS sprites and concepts
Mip-mapping / compression or resizing issue most likely.DunnyOfPenwick wrote: ↑Sat Jul 23, 2022 3:57 pm I initially thought there might be garbage in the original png files so I created another png to test with.
Those lines appear to be pixels wrapped around from the bottom by the call to Unity GUI.DrawTextureWithTexCoords().
Does anyone have any knowledge of this?
I was able to mostly fix the problem by removing the bottom-most line of pixels from the image.
Are these images a power-of-2? If not, Unity is probably resizing them to the nearest power-of-2 size which can cause stuff like this.
If you can make a screenshot of the texture's settings from the Inspector in the Unity Editor I can probably give a definitive answer.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
- DunnyOfPenwick
- Posts: 275
- Joined: Wed Apr 14, 2021 1:58 am
- Location: Southeast US
Re: Diverse Weapons and other FPS sprites and concepts
Now that I look at it, the Wrap mode shouldn't be set to repeat, and the Filter mode should probably be left at Point.
- BadLuckBurt
- Posts: 948
- Joined: Sun Nov 05, 2017 8:30 pm
Re: Diverse Weapons and other FPS sprites and concepts
Indeed, setting filter mode to Point and changing Compression to None should remove those artifacts.
I see the image is 256x128 so the Non power-of-2 setting shouldn't have an effect but you can try changing that to None as well, depending on the setting, Unity does different things:
I see the image is 256x128 so the Non power-of-2 setting shouldn't have an effect but you can try changing that to None as well, depending on the setting, Unity does different things:
Spoiler!
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.