What began as a project to replace the ridiculously undersized shield paperdoll artwork has quickly branched into a full paperdoll replacement project.
The paperdolls I am working on are currently larger than the original artwork and, I feel, more detailed. These are based on the artwork in Daggerfall, and the later Might and Magic Games.
Here is a mockup of a Male Blonde Avatar with Plate Mail, Gauntlets, Plate Leggings, Armored Boots, and a Sword.
The background was resized 125% from the original.
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Ultima 6 Mod for Exult site: http://www.ultima6.realmofultima.com/
Ok, I have created a large checklist for every single paperdoll image in U7, SI, and both Keyring and SI Fixes.
I have also expanded the paperdolls to include child, gargoyle and possibly emp paperdolls.
However I have a few images that I would like a second opinion upon.
First is the Serpentine Sword, I have three versions completed
Version 1
Version2
and Version 3
Next I have Three Versions of the Plate Leggings
Version 1
Version 2
and Version 3
Finally, I have two male bodies to choose between, I already have selected Version 1 for Gargoyles and Automatons
The 1st sword looks the best imo. If anything if could use some more squiglies. But as I remember the sword is supposed to be curvy like a serpent, for the blad of course.
The second sword looks like a straight sword. The third looks like a saw. The first one looks best. Maybe you should decrease the amount of curves and make the curves "bigger", more defined. My wife didn't know that it should look like the Malayan dagger or 'Kris'.
I wouldn't have thought that copyright would be an issue here since:
1. Bethesda themselves released Daggerfall for free at the elderscrolls.com website.
2. I'm changing the Daggerfall artwork rather substantially beyond what I've shown in the mockup image. I'm really only using them to get the positioning and layout.
3. Once completed the images will either have to be changed to the u7 palette resulting in the image being changed even more, or exult will have to allow higher color depth.(Which would probably have to be done anyway for the Exult HD Project)
4. The Paperdolls would be completely separate from Exult, therefore the Exult team would not be liable anyway.
Anyway I have taken the suggestions given regarding the Serpentine Sword and am redrawing it.
Any thoughts about which body size I should use for the male humans? I thought that I would use V1 for the Winged Gargoyles, and Automatons and/or Goblins, and V2 for the humans, Wingless Gargoyles, and possibly the Automatons and/or Goblins.
I am also drawing artwork for child and emp paperdolls, that way Spark will look appropriate, and Trellek could be turned into a full companion.
I'm sorry to hear of your hard drive crash! I lost some early work a while back on the Savage Empire remake. Since there are both a lot of assets and many hours of work accumulated, I now make regular backups. I once accidentally moved an entire canvas, cutting off many objects, and saved it before realizing. I was very happy to recover the lost art from one of the backups!
Don't expect them to reply. There's a reason EA never replies to anything like that; for legal reasons, they can't really say yes. Or, well, they can, but it's very shaky ground to walk on. So rather than having to say no, they don't say anything at all.
Not writing back to a random email (random for them, imagine how many emails they must receive) after three days is not the same as them not objecting.
So you are still on very shaky ground if you continue to use AND sharing their copyrighted art.
If they were really to reply you can expect a timeframe of one to six months, after all this is not a decision that the first guy who reads your mail can make. And the person who can make this decision is busy with more important stuff.
After six month of no reply I wouldn't count on any reply anymore. That will still not make your work on their art legal...
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Of course, I didn't mean to imply that they're not objecting - I was talking about EA, not Bethesda, and EA has never replied to any of the Ultima remake projects seeking permission.
I personally do not worry about the copyright issues. If/when any of my projects are released in any form, they will not be sold, and basically helps these companies who are otherwise not doing anything with the property, by keeping people informed of the existence of said properties. I can almost guarantee that Lazarus brought new fans to the Ultima series, which certainly helps EA.
In my opinion, basing work on but yet drastically changing it from it's original form into something almost entirely original, does not hurt these companies at all. Please, GWC, continue to work on your project! The work that you have displayed thus far is fantastic! We need more people creating new assets, mods, and eventually games with Exult Studio. I would love to see more interest generated by projects so that more can get done. I know that I am guilty for not showing off what I have accomplished art-wise, but I'm hoping that will change when I can switch jobs ( I am seeing my son literally for less than 10 minutes mon-fri!!!).
I had an idea yesterday and I was curious how possible it would be to implement.
My idea was to have the frame's background be different depending on the time of day, and party location. If your party was outdoors in daylight the picture reflect that, If you were in a dungeon or cave then the picture would reflect that, and so on and so on.
If it is not possible, what do you want the background picture to be?
I thought that something other than a plain color background would be nice for a change. But I'm willing to take suggestions.
Oh, and thanks for the correction and tip Dominus.
Thats a great idea, GWC. I have a similar idea for the Savage Empire Remake portraits, to simulate how they were done in the original game. I believe that Marzo mentioned on another thread, that it would be possible through usecode. I have also tinkered with the idea of having the backgrounds of paperdolls and portraits have a translucent color that would show the background, but obscure it enough to make it easier to drag and drop things via the paperdoll.
You misunderstood me then: gumps and paperdolls cannot be manipulated with usecode (apart for being closed). It is possible to replace the gump/paperdoll graphics, but you can't have a different gump for day/night or for special conditions -- the sole exception being the stats gump in SI, which changes color for freezing.
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Marzo Sette Torres Junior
aka Geometrodynamic Dragon
[url=http://www.catb.org/~esr/faqs/smart-questions.html]How To Ask Questions The Smart Way[/url]
I have a similar idea for the Savage Empire Remake portraits
I *think* portraits can be manipulated in that way, but portraits are different to gumps - just to clarify where the misunderstanding might come from...
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Read the documentation and the FAQ! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!
Yes, portraits can indeed be manipulated in usecode and can be manipulated that way.
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Marzo Sette Torres Junior
aka Geometrodynamic Dragon
[url=http://www.catb.org/~esr/faqs/smart-questions.html]How To Ask Questions The Smart Way[/url]
Thank you Dominus and Marzo for the clarifications!
GWC, the only other thing that I can think of is using a translucent color for the background, or maybe leaving it blank. I'm seriously thinking of using a translucent green for my paperdolls.
Is it possible to add additional palettes to palettes.flx?
I ask because every paperdoll object I've been working on has sixteen colors per image, not counting any palette rotation/transparency.
I thought that if the palette file could be extended beyond palettes 0-15 new content would be far easier to create.
Adding more palettes will do no good. Only one is used at a time. The palettes changes when the lighting changes, the avatar is invisible, etc. all on hard coded palette numbers.
With a transparent background, the background will display the time of day (day/night) and the type of location very accurately, and use imagery which is undeniably true to the originals. A bit more literal than you may have been thinking, but should be very easy to do.
It would be best if you tried reducing the colors in the paperdolls to those in the U7 palette: it would ensure that they wouldn't be even more mangled on import.
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Marzo Sette Torres Junior
aka Geometrodynamic Dragon
[url=http://www.catb.org/~esr/faqs/smart-questions.html]How To Ask Questions The Smart Way[/url]
I'd also like to add that you should use the GIMP plug-in and save the shapes to .shp. Then open the shp file and hit cancel when asked for a palette. You could then try copy and pasting your old design and seeing how well it works out.
In the game palette, the last 32 colors are 'special'. They behave, by index (0-based), as follows:
224 to 231: Rotation group (8 colors).
232 to 239: Rotation group (8 colors).
240 to 243: Rotation group (4 colors).
244 to 247: Rotation group (4 colors), translucent for some shapes.
248 to 251: Rotation group (4 colors), translucent for some shapes.
252 to 254: Rotation group (3 colors), translucent for some shapes.
255: Completely transparent.
Thus, there are 11 'translucent' palette indices in U7. These are the semi-transparent colors you are looking for. That is, if the shape in question has/can have translucency. Based on shape source, here is the breakdown:
- faces.vga, sprites.vga: Always translucent.
- fonts.vga, gumps.vga: Never translucent.
- paperdol.vga, shapes.vga: Translucent if you check the 'translucent' check box in the shape information window in ES (in the appropriate tab).
Now, for the actual translucency information. Normally, Exult will load the translucency tables from the "xform.tbl" in static dir. There are 11 such tables (one for each translucent color), and these indicate what each palette entry will look like behind that translucent color. If Exult doesn't find the above file, it creates the tables using certain RGBA values for each translucent color; these RGBA values are also used for OpenGL rendering, so they can be trusted. Here they are, again by color index:
- 244: R 144, G 40, B 192, A 128
- 245: R 96, G 40, B 16, A 128
- 246: R 100, G 108, B 116, A 192
- 247: R 68, G 132, B 28, A 128
- 248: R 255, G 208, B 48, A 64
- 249: R 28, G 52, B 255, A 128
- 250: R 8, G 68, B 0, A 128
- 251: R 255, G 8, B 8, A 118
- 252: R 255, G 244, B 248, A 128
- 253: R 56, G 40, B 32, A 128
- 254: R 228, G 224, B 214, A 82
As I found out (and implemented) a few months ago, there are actually 17 xforms in the data of the original games. And you can override the RGBA values of the substitute blends with a file called 'blends.dat' in patch dir.
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Marzo Sette Torres Junior
aka Geometrodynamic Dragon
[url=http://www.catb.org/~esr/faqs/smart-questions.html]How To Ask Questions The Smart Way[/url]