Measuring Daggerfall 3D models

Post » Mon May 27, 2013 9:59 am

Daggerfall has a well known method of building it's 3D world. The files WOODS and CLIMATE store rectangular images where each pixel contains information about altitude, terrain, weather and climate. MAPS.BSA describes each pixel location, if it contains an interior dungeon or an exterior place, it's type and layout in terms of blocks. BLOCKS.BSA describes each block, if it's a section of a town or a dungeon module. ARCH3D.BSA contains individual 3D objects which are part of blocks and TEXTURE.NNN contains the textures. That's the general and incomplete idea.

I was looking at the 3D objects with Blender (a free 3d modeler that can import 3ds files) after extracting them with an old tool called dfto3ds or something which aparently preserves the original dimensions and coordinate system. Obvioulsy importing the 3ds models into Blender shows them with the wrong orientation but most important is that the measure of 64 appears many times.

It seems that Daggerfall and Morrowind have very similar dimensions for 3d models. 64 units is a bit more than the width of a door and exactly the width of a single wall texture. A door texture is about 90 units tall and a wall texture 128 units tall. This makes a humanoid somewhat less than 90 units in Daggerfall. If i recall correctly in Morrowind a humanoid is about 128 units.

This might indicate that in Daggerfall 3D world, 64 units corresponds roughly to 1 meter.

Assuming this measure and comparing ground textures to wall textures i found that each town block is around 4 meters per ground texture * 16 ground textures per town block 64 meters for a town block. Since Daggerfall city is a square of 8*8 town blocks this would make Daggerfall city have a square dimension of 512*512 meters wich should be more or less the size of each pixel in the world map.

I'm going to double check this but has anyone come to a similar idea after inspecting Daggerfall 3D models with dfto3ds or Interkarma tools?

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Nicola
 
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