Daggerfall GFX overhaul (open project)

Post » Wed Oct 15, 2014 8:26 am

Hi all, my name is barbarian123 (lame name i know), and I want to start making new graphical updates for daggerfall. I did have a thread on XL engine (daggerdude) trying to find out how to plug this into the game properly, but i am content to at least post it up and let people monkey with it. I don't have a whole lot done yet, but if anyone has something they'd like to submit, or to comment/contribute on work posted, be my guess.

Goal:

To create/modify content in daggerfall pertaining to inventory items, with a focus on weapons and armor, and to encourage others to submit work toward giving daggerfall a much needed facelift. I also would like to explore new faces for the bodies, as the current ones are pretty boring.

Help needed:

If someone could tell me how to add this stuff in game or test it out for me and take in game screenshots i'd be grateful, as of yet i am not sure how to add this in game.

Armor:

Spoiler

Leather Armor with studs

http://i.imgur.com/xFF9252.png

http://www.speedyshare.com/y6RkZ/studdedleather.rar

Metal Armor

Helmets

Weapons:

Spoiler
Nothing Yet

Clothing/Wearable items:

Spoiler
Nothing Yet

Bodies and Faces:

Spoiler
Nothing Yet

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CxvIII
 
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Joined: Wed Sep 06, 2006 10:35 pm

Post » Wed Oct 15, 2014 3:43 am

Hi barbarian123, Just replying to your question in the Daggerfall Tools for Unity thread.

I'm sorry that Daggerfall Imaging does not have import functions. I think the best tool for this might still be ANDYPIC, which you can download http://www.uesp.net/wiki/Daggerfall:Files#Editors_and_Viewers. I understand this is the tool Andy Polis created to import art for his excellent AndyFall mod. It can't import all image formats, but I think it can do clothing and weapons. You'll just have to work through the command line to use.

Here are a few other tips that might be of help.

  • You need to replace existing artwork to get your art into the game. Try to keep the dimensions of your drawing the same as original.
  • The replacement images must be an indexed colour format (i.e. each pixel is a number between 00-FF, which is different to the RGB triplets we're used to these days). Unfortunately, Daggerfall Imaging 2 has a broken GIF export, which I never got around to fixing. Try using ANDYPIC, or the original http://www.dfworkshop.net/?page_id=78. The interface isn't as nice, but the original supported more image formats.
  • Some indices are reserved for material swaps. http://www.svatopluk.com/daggerfall/palette.stm on Svatopluk's site outlines the reserved indices. This means you will need to draw your images using different colours to start with. For example, draw a sword's metal parts using the default indices 70-7F and the game will handle swapping colours to Iron, Ebony, Daedric, etc.

If you get stuck, feel free to email me and I will offer help if I can. Good luck with your project! It's awesome to see someone creating new content for Daggerfall. :smile:

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Hannah Barnard
 
Posts: 3421
Joined: Fri Feb 09, 2007 9:42 am


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