The next thing I implemented was proper time of day support. The city lights turn on and off based on the time and the lighting/fog get much darker at night. This leads to the next visual feature: skies! During the day, Daggerfall uses 2 textures for the sky – an East and West image, which form a sort of cylinder around the player. For a given region there are 32 different sets sky images, ranging from dusk to noon which are then played backwards from noon to evening – but with the east and west textures swapped in order to have the sun travel the whole arc through the sky. As you look up, DaggerXL limits how far up it scrolls the sky so that you can’t see past the top (which wasn’t a problem in Daggerfall since you couldn’t look up as far). No such limits are used when looking down since the bottom color is stretched as far as it needs to be. Night skies are simpler, there is only one texture that is tiled to form the “cylinder.” [Note: it’s not really mapped to a cylinder because that would imply perspective distortion when looking up or down but its an easy way to visualize the effect]. I also, finally, adjust the exterior building textures based on region so all the buildings should now look correct from the outside.
In addition, if a building has an interior you can click on the door and enter. Interiors show up correctly, except for modifying texture indices based on region in some buildings, as do all the decorations and flats. The only things missing are doors (the internal doors that rotate, the doors leading outside are there) and NPCs. Those things are next on my list. Anyway you can also leave and go back outside too, of course. When you go inside, the exterior is turned off and only the proper interior (and it’s flats) is rendered. Conversely the interiors are not rendered when outside.
Sky screenshots at different times of day:




Screenshots of various interiors:






August 3, 2009 at 9:16 pm
Cool!
August 3, 2009 at 10:07 pm
I am F5:ing this once every few hour. Your work is awesome!
August 4, 2009 at 2:28 am
Ohh it’s nice to see the sun again, and of course also the background horizontexture.
These news will get translated as quick as possible.
August 4, 2009 at 5:12 am
Translation are Done and posted on Scharesoft.
hopefully translated right.
August 4, 2009 at 3:41 am
“When you go inside, the exterior is turned off and only the proper interior (and it’s flats) is rendered. Conversely the interiors are not rendered when outside.”
Is it a limitation of Daggerfall, or can we dream of a game where we can look at the windows and see the inside from the outside, and the outside from the inside ?
August 4, 2009 at 6:00 am
Actually seamless interior/exteriors is planned as an extended feature down the road – but that’s a big feature that’ll be done later.
August 4, 2009 at 12:51 pm
say that again… it is planned O.O to see the interior from the outside… such an feature should have Oblivion maybe but uhm to get it in this old one to work would be… would be getting you your own temple as the 10th God in The Elder Scrolls world…
I can see it coming.
Praised be Akatosh and LuciusDXL…
I think I need an bag of ice for my head.
August 4, 2009 at 4:32 am
Thanks so much for working so diligently on this. You are a king among men. 🙂
August 4, 2009 at 4:34 am
So does this mean the sky will work exactly like in Daggerfall, i.e. not like a regular “modern” skybox? Because I always found the effect it causes slightly…nauseating and/or distracting in practice.
August 4, 2009 at 12:58 pm
As long as lucius modifies the scrolling so that it moves at the proper rate, everything should be fine. The big problem with Daggerfall was that the sky scrolled faster than the actual 3D geometry when turning.
August 4, 2009 at 4:19 pm
Why can’t we use the Morrowwind/Oblivion skyline to get around the daggerfall cylinder issue?
August 4, 2009 at 6:21 am
You are THE man !
Would you marry me ? 😀
Joke, but I love your work, I hope one day you’ll release a final version of DaggerXL.
Thank you so much to resurrect the best RPG ever made !
August 4, 2009 at 8:01 am
you deserve all praise for your work! the sky is beautiful once again:)
August 4, 2009 at 10:36 am
Nice to see the sky again 🙂 Can’t wait to see it on my computer :o)
August 4, 2009 at 12:27 pm
This is looking amazing! The original textures look really good. Looking forward to the next demo.
August 4, 2009 at 2:23 pm
It just gets better and better! I’m checking your site every day for more info. Just can’t wait!!
August 4, 2009 at 3:04 pm
Very very beautiful and perfect
August 4, 2009 at 4:35 pm
Looking good. Can’t wait for the next demo!
When it comes time for the demo, will you have a config option to do some kind of averaging or filtering on the sky textures? It’s nostalgically marvelous to see them in their dithered glory, but for looking at long term, I’d like to have those dithered bands turned into an intermediate color.
If you’re an image processing genius as well as an engine genius, fitting some kind of gradient to the existing sky images and re-rendering those gradients in true color would be nifty (this all at sky texture load time, or once during system cache construction — not during frame rendering). But I don’t know how to fit a gradient region to just the sky and leave the sun and clouds and trees alone, and would be happy with just the dithering gone. (Well, I’d be happy no matter what, but I’d be happier with dithering removed 🙂 )
Thanks for all your work!
August 4, 2009 at 5:24 pm
Very nice. Keep up the good work.
One small critique if I may though…the tree filled mountains on some of the sky shots, they look somewhat ‘cartoony’. The tree silhouettes are very large and defined compared to how far away those mountains are. I think it would fit in more if the mountains didn’t have the big tree silhouettes.
But that is a minor thing at best, the skies look beautiful and the work you are doing is much appreciated.
August 4, 2009 at 5:37 pm
Just amazed at the pace of things!
I am eagerly anticipating the next update to the demo.
Keep up the amazing work!
August 4, 2009 at 7:05 pm
Yet more awesome work from our own personal Jesus Christ! (okay, maybe that’s taking it a bit far) 😉
Anywho, keep up the good work! 🙂
August 5, 2009 at 2:53 am
Fantastic and beautiful!
Thank you!
August 5, 2009 at 10:19 pm
just thought I’d say keep up the good work-looking forward to seeing this come to completion. If there’s any older game deserving of this treatment, it’s daggerfall!
August 29, 2009 at 12:58 pm
If you’re trying to do a seamless world in relation to the buildings, won’t you have to basically redo every single building/cave geometry, since the exterior dimensions don’t match the interior ones most probably.
August 29, 2009 at 1:47 pm
Often times they do match, but when they don’t it’s ok – I will be using portals at the doorways. This means that even if they don’t match well, it’ll appear that they do (pieces won’t be sticking out of other pieces). [To help visualize this, think of Valve’s Portal Game]