New sprites?
VikingR
Member Posts: 88
Now that Baldur's Gates supposedly has become more "open" engine-wise - do you think modders will be able to implement new character/monster sprites? Sprites are really the only thing that bother me about the visuals. Even the old Ultima-Online ones look better.
I've always wondered why it is so hard to edit them, but then again I'm no modder.
How do you even make a sprite? Right now, I kind of imagine (excuse my ignorance) it as drawing the figure pixel by pixel from every perspevtive and subsequently animate them, kind of like a *gif file.
I would love to run around with that cowled-wizard-sprite or the Gandalf-sprite that Elminster has.
I've always wondered why it is so hard to edit them, but then again I'm no modder.
How do you even make a sprite? Right now, I kind of imagine (excuse my ignorance) it as drawing the figure pixel by pixel from every perspevtive and subsequently animate them, kind of like a *gif file.
I would love to run around with that cowled-wizard-sprite or the Gandalf-sprite that Elminster has.
Post edited by Cuv on
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Other cool ones to use are Lavok, a moose, and the guy sitting at a chair chugging tankards of ale.
Developers made 3D models. Then the models were rendered into sprites - a 2D pictures, moving at 30fps.
Original 3D models are gone, and we left only with sprites.
To make fully functional character, you must make hundreds of THOUSANDS frames. So there is no way to edit existing sprites or adding more detail. Simple sword thrust animation has 30 frames per second. And there are several different directions you character is facing, many different weapons etc. For each of these there are different cloth sets, different races, etc...
I guess they could just make 3D models from scratch and render them, but then they would have to do it with EVERY sprite, so it wouldn't look out of place. It's worth alot of work and money...
Also, contract limitations probably wouldn't let them, to replace all of the old sprites.
Other than that, most people would whine anyway
Does that make sense?
I could create a simple rig, that has all the animations already done, to which someone could bind a simple model to. Keep the polycount to around 1k for humanoid sized models and once I get a base model done, I could paint the weights and export that, so people could quickly paint weight their own models.
This would only work with monsters that had their own weapons. I'm not exactly sure how IE uses the character sprites with the weapon sprites.
For characters, you would have to make a separate 3d model for each character class, then race, then helm, armor, weapon, shield. Each one would have to be rendered out N, NE, E, SE, S, SW, W, NW, 'cos it's my understanding the engine overlays the items on top of the character sprites.
Spells are another story. Most of those can be handled by textures, particles and emitters. You could batch render the animations (which is what I would do) and since the sprites are so small, it wouldn't take that long, if you were doing low-quality renders. For another game I was working on, rendering wall sprites, at 24 total, using Mental Ray, 4 render passes and production quality rendering took almost 4 hours, on average and these were 112x88 pixels.