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Author Topic:  Reverting the new BigHead Characters  (Read 81 times)

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Clort

« on: 09, July 2021, 04:56:40 »
* Daimonin_Style_Clash.webp (26.13 kB - downloaded 7 times.)How would I identify the list of BigHead graphics assets someone made in the past years, and override them with older sprites?
« Last Edit: 09, July 2021, 05:24:23 by Clort »

Clort

« Reply #1 on: 09, July 2021, 20:28:24 »
Which leads me to next question: Are there double or triple-scale renders of those blender models used in original daimonin?

_people_

« Reply #2 on: 09, July 2021, 22:35:45 »
The client's gfx_user directory can be used to override any graphics in the facepack (daimonin.p0) and the client will also not request those graphics from the server.

You can check the client's ~/.daimonin/cache directory, or our repositories to see the filenames of the images you're trying to override.

Most of our more recent images have been added by Joe. You can check his commit history at: https://sourceforge.net/u/joel77/profile/

I don't think there are any higher-scale renders but I can generate some with DAIMEX when I have time over the next week. Please don't let me forget. :)
-- _people_ :)

Clort

« Reply #3 on: 22, July 2021, 09:16:53 »
I'm revising my thoughts on what kind of sprites are more coherent to the graphics.

The blender character models by original daimonin team are not as visually consistent with the hand drawn map elements as the replacement hand drawn sprites are, so if this was the motivation to replace them with hand drawn, I understand that now.

 Some of these hand drawn sprites look OK, others I think could be improved.


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