Project Updates Feed

I’ve added an RSS feed on the left for the Daggerfall Connect project. This project is updated frequently, even if the blog is not. Visitors can now check the feed to get an idea what I have been working on lately.

Daggerfall Modelling Beta 1 Almost Here

Just a quick update to let you know the Beta 1 release for Daggerfall Modelling will be up in the next few days (hopefully this weekend). I’m in the process of fixing bugs and rounding off some rough edges now. In case you need a reminder, the main features of this release will be:

  • Improved searching. Added a Quick Search drop-down to the search pane for quickly finding common resources.
  • Updated engine. Scene management and rendering have been totally rewritten for more speed and versatility.
  • Skies, trees, rocks, etc. now decorate the free camera view in cities and dungeons.
  • Change time of day while exploring outdoor scenes.
  • Play with actions in dungeons (doors, levers, platforms, wheels, etc.).
  • Turn on collision, gravity, and compass for a more game-like exploring experience.
  • Explore using an XBOX360 or compatible controller.
  • Overall improved performance and stability.

Visual Diary: XNALibrary Update

After a hectic mid-year rush things are finally settling back to normal. I will have more time to dedicate to my Daggerfall tools for another few months before the silly season begins. I am now working on getting Beta 1 of Daggerfall Modelling ready for release.

When I started Daggerfall Modelling the goal was to make a quick and easy Collada exporter for Daggerfall’s 3D assets. It didn’t take long before I realised an opportunity to revive Daggerfall Scout in a more useful form. Like all projects, escalating the scope after most of the code has been written is a recipe for trouble. While trying to wedge in action records to my scenes (levers, switches, etc.), I came to the realisation my code had become as messy as hell. To accomplish what I had in mind a total rewrite of the scene manager was needed.

As an adjunct to Daggerfall Connect, I have also been developing an XNA class library that makes using Daggerfall assets with XNA a snap (creatively called XNALibrary). This code base is something I wish reuse for other projects, so it made sense to get all the scene management and rendering out of Daggerfall Modelling and build it properly into XNALibrary. The end result is a small XNA 3D engine designed specifically for rendering Daggerfall scenes. I then had to rip out all the old code from Daggerfall Modelling and port it over to XNALibrary as the primary engine. It was a lot of work just to end up back where I started, but internally the code is much improved. Following is a quick tour of what’s new in XNALibrary, as seen from Daggerfall Modelling Beta 1.

 

Scene Graph

Previously, Daggerfall Modelling used a one-dimensional array of objects and looped through them to draw scenes. This is fine for small environments but doesn’t scale up very well.  It also makes visibility testing and render batching harder than it needs to be. When it came time to link up the levers and switches, I realised it was time to put in a scene graph.

I decided to use a simple Bounding Volume Hierarchy based around spheres. The beauty of bounding spheres is that you don’t have to worry about axis alignment as you do with boxes. Spheres may not wrap objects quite as tightly, but they’re a lot easier to handle when transformed (rotated, translated, scaled, etc.) as the volume is always the same shape and alignment in 3D space.

On the left are a couple of screen-shots of the bounding volumes, rendered as wireframe spheres. The root node is red, general models are white, and sprites are green. Resources are added to the scene from the top down, with renderable objects like models and sprites in the leaves of the tree. This hierarchy makes it easy to cull non-visible groups – if a node isn’t visible, then none of its children can be visible either. It also simplifies mouse picking and collision as these tests are only performed where necessary. Batching visible polygons by texture becomes easier, which greatly improves rendering times. And finally, linking up chained action records becomes simplified thanks to each scene node being a discrete class aware of its own state.

Action Chains

Certain objects in Daggerfall have action records that describe how this object can move, rotate, etc. An example every Daggerfall player will be familiar with is the throne room in Privateer’s Hold (pictured left). When you throw the switch an action record makes the lever rotate, which chains to another action record to make the platform rise, which finally chains to the throne to make it rise also. The end result is you throw the switch and the platform rises (along with the throne and the player).

If you open up the screenshot to the left, you will see a red line going from switch, to platform, to throne. This is the action chain linking the objects together. The next screenshot shows the same linkage in Mantellan Crux – from the axe on the floating island, to the crossbow, to the giant sword. At some point, I will number the nodes so it becomes easier to visualise where action chains begin and end.

In Daggerfall Modelling Beta 1 it will be possible to trigger action chains and watch the animations run. There are other actions, such as teleporting the player or casting spells, but I am only going to support action that cause things to move around the scene.

Once gravity and collision are implemented, you will be able to explore dungeons from a first-person perspective with the ability to operate doors and platforms. You can also just turn off collision and gravity to fly around the scene with total freedom.

Add-In Components

The renderer in XNALibrary can plug in components that add functionality. This is quite basic at the moment, but will be extended down the road as needed.

Currently, the add-ins are a billboard manager for rendering sprites like trees, animals, NPCs, and a sky manager for drawing the background sky in location exteriors. You can see these components in action to the left.

The next release of Daggerfall Modelling should be ready in 3-4 weeks. This will coincide with an update to the Daggerfall Connect library download with XNALibrary updates included. All of this is in the SVN now, if you want to download the code as it’s being written. Just keep in mind not everything may be in a stable state in the latest SVN version.

Quick Update

Like a lot of Australians the close to financial year is my busiest time. Thankfully it’s all over and things will start returning to normal soon. That means I can get back to regular updates to Daggerfall Modelling. More to come soon.

Daggerfall Modelling Beta Gallery

Daggerfall Modelling is approaching beta. The next release will be almost feature-complete and has many improvements to the sightseeing experience. Below are highlights of the upcoming beta version along with screenshots from my current build. There will also be improvements to the Collada export which I shall discuss in a later post.





Performance

  • The rendering pipeline has been greatly improved. Daggerfall Modelling should now deliver smooth frame rates in cities and dungeons across most hardware.

Display

  • The Search Pane is now collapsible, allowing for a more full-screen experience while exploring.

Decorative

  • Skies are now implemented in exterior locations when using the free camera. The sky is loaded based on climate, so it should match the skies in Daggerfall. You can change time of day using a slider.
  • Trees, rocks, etc. are now rendered along with buildings.

Options

  • A quick options drop-down has been added to the toolbar for toggling scene elements and model picking.

Game-Like Features

  • Collision and gravity can be turned on for walking around scenes as if you were in the game.
  • A compass will keep you oriented while exploring.
  • An XBOX360 controller can be used for navigating exterior and dungeon environments.
  • Switches and levers can be interacted with like in the game (e.g. the throne elevator in Privateer’s Hold).


Daggerfall Modelling ALPHA 0.6.8

The second Alpha release of Daggerfall Modelling is now available for download. Updates in this version:

  • It is now possible to export models to Collada .dae format.
  • Fixed mouse picking to be accurate to face level.
  • Improved visual feedback of models under the mouse in Location View.
  • Fixed model alignment (switches, coffins, tapestries, etc.). These should all be aligned correctly now.
  • Fixed camera bounds. It is now possible to fly around Mantellan Crux.
  • Fixed improper culling in Location View. Again, Mantellan Crux was most affected by this issue.
  • Slightly improved draw times in complex scenes with off-camera culling for objects.

Please check this page for system requirements and other information before installing and running Daggerfall Modelling.

There is a new exporting tutorial showing how to explore a location and export a model into Blender.

I hope you enjoy this release of Daggerfall Modelling.