No Fate but what you make

The inspiration

This first picture shows the detail disparity between the building textures and most of the other ones. As I mentioned before, on a 4k monitor, most textures look really good for being such an old game. However, the buildings look like crap. I attribute this to them using the same size texture files despite the much larger size models…that and poor planning. I could, maybe, buy that it was for frame rate purposes: lower sized texture = less needed memory etc. However, that doesn’t explain why both Fate 2 and Fate 3 continued the same practice when the games by then hardly taxed computers. (NOTE: Both Fate 2 and Fate 3 have the areas from the previous games included).


Blurry structure but detailed characters/ground

Alpha 1

Even at lower resolutions, this blurriness is crap. So I tried to replace one texture with a high resolution one. I loaded it in Photoshop and found a semi-suitable replacement from online photos. For this mini-stone henge, I uses a hieroglyphic style from some ancient tablet. I don’t actually like this one that much any more but it did help with seeing the impact in game.


Now with detailed stone work

Tricksy hobbits

First try failed. I changed the texture but in game, it had no effect. After trying a few things to see if I had the wrong format, I remembered that the game creates a cache file of the textures. Why? I know what it does, but I have no reasonable explanation on why they chose that method. What was the gain over just using the PNG files? All the textures that get installed with the game are in PNG format. Easy to edit so that wasn’t a problem.

When first running the game, it creates a cache of the textures CONVERTED to DDS format and stores that cache in a folder in the ‘Program data’ (usually on the C drive.) You can either edit the DDS directly (it’s another image format), or edit the PNGs, convert and then delete the conversion if you need more work. Believe it or not, I chose the latter. DDS files are what is known as “lossy” (loose detail as you save and compress them) and I rather have the masters in PNG files. It doesn’t really make sense because if I released this, I would use the DDS files but I feel it somehow keeps me more orderly.

There is another even more vexing graphic trick they use that I’ll cover next time…

– Martin


Why is it doing this?…I found out

Just a quick snippet….

So little time

I have been wanting to write my 2nd post on my Fate 4k texture experiment but I haven’t had the time to get it all together. Well, really I was messing with Morrowind again and use what very little time I had with that. Anyways, I will wrap up my Fate post next week once my classes end (yes, work, family and more college doesn’t not a boy with a lot of free time make).

Drawing the line

For now, here is a little peek at my next round of faces in Morrowind. I have a process down and will detail that once I get it all written down. And yes, there will be a Jiub  3.0

– Martin

Fate: The Tortured Texture


Occasionally, I like to test out games on my 4k monitor to see how they look at such a high resolution (3184×2160). For some games, that impact is less than you would expect while others look surprising good. For example, Bethesda Gamebyro engine-based games (Elder Scrolls and Fallout) look a little better but I’m not very wow’d by it. I think it boils down to the engine and lower resolution textures. Less aliasing (jagged edges around the 3D model) and more detail but not the punch you would expect.

On the other hand, Two Worlds looks fantastic. The textures are high resolution enough to make them really pop. Unfortunately, the interface doesn’t scale so it’s very “difficult” to play at such a high resolution. Visually, it’s very pleasing though.


2005 called

So one day, I got a bug to try the old game Fate. It was the predecessor to Torchlight. A top-down action-RPG click fest. My boys played all but last one in the series so as usual, there is a touch of nostalgia for me.  The only thing I had to figure out tech-wise was how to get the resolution desired in game. Some games work out of the box and some require manually editing “ini” text files. In this case, I had to edit the “ini” file AND disable scaling on high DPI settings. I did that by right clicking the program executable file and putting a check under that line in the compatibility tab. Viola…4K work for a decade+ old game.


Both ends of the spectrum

You can see in the screenshot (even if you don’t have a 4K monitor) that the character models are actually quite detailed. In 4K, they really stand out and don’t really need any work. Well, I could do a little but I digress…in general, they are perfectly nice. However, as you can see in the “snow/ice” texture, the non-character models are blurry low-resolution messes.  Basically, they are tiled 128×128 textures. They are so dramatically worse than the character/object textures in 4K. The building are also very low resolution…which is even more boggling since they don’t blend into the background like the landscaping. That is when I got inspired…to fix the disparity.

Getting better….

The above (partially complete) picture is post landscape editing. For the record, I’m still not crazy happy about it but small steps.The landscapes textures have revealed the oddites of the engine. A few places where they don’t actually blend and such but not too much. The real work and most dramatic change was the building and landscape objects…but that is for next time.

  • Martin


The Magnificent Seven

Jiub has competition

The first texture for my Borderland’s Morrowind experiment was Jiub. Jiub turned out merely OK. The lines were too thick and not well planned. Below you can see the other six textures I did for the original “vanilla” Morrowind head meshes.


Evolution in style

I think these pictures show how quick I progressed.  They also show how I tried out different styles (such as #1’s beard and then #6). I felt I had reached a good grove. I drew the lines, smoothed the face texture out and added minor highlights and shadows. Another thing that evolved over time was the eyes, the original ones were indistinct and dead looking so I tried to add some highlights to make them pop a little better. If I hadn’t stated it, I’m taking artistic license with the Borderlands style and adding my personal touch.


I used a program called Nifskope to aid my in visualizing the changes I was making. Nifskope displays the 3d models (meshs) from Morrowind with the textures overlaid. This way I could see how it would look without having to tediously check in game. It allows rotating and zooming in/out.It is also where I discovered that the ears portion on the main textures was not actually used. Apparently at some point in development, Bethesda Softworks decided to make the ears actually 3D meshs that attach to the head and have their own texture.

Here are some of the heads in Nifskope:


Coming of Jiub 2.0

It was after the sixth, which I was pretty proud of, that I decided that the vanilla heads were just TOO terrible to continue with them. I did a quick refresher on the most popular mesh replaces (Morrowind has quite a few after 15 years). I waffled back and forth between the classic mod Better Heads and a more expansive mod that provides unique faces for every NPC. Obviously the every face version would take some work but the real reason I chose the mod Westly’s Pluginless Head Replacer is that it’s closest to the vanilla experience. I also figured, if I every wanted to go all the way with this, doing the faces was already down to 1/2 hr at the end of just 7 textures so it wouldn’t hurt to do the rest in a different face pack. Westly’s mod directly replaces the old model and doesn’t require a ESP MOD plugin activated to make it work (as vanilla friendly as possible).

Westly Heads

Westly’s mod ups the polygon mesh in the head models and has much higher resolution textures (4x  as big, if I remember correctly). Higher resolution textures allows for better detail and finer smoother lines. My main complaint is that the heads all similar sizes/shape where the original heads had a few that had unique structures (narrow chins, deep eye sockets, etc). I only did one head in this new pack….Jiub. As you can see it’s a dramatic difference from version 1.0.

Overall, I have to say that doing these textures in a borderlands style is actually EASIER than the tiny pixel by pixel editing of Arena’s textures. I will probably come back to this some more. I’m still curious how I would apply this technique to objects and architecture in the game.

– Martin

Cork on a fork

This is Jiub. Jiub is the first person you see in Morrowind. He also has a fairly unique head so it was fitting to use him as my first experiment. Easy to test. This Jiub, being my first attempt, is a little crude compared to the later images. The transition as I refined the style is apparent. So here’s what I did.



I was watching you sleep


The initial resolution was 256 x 128 pixels. That’s not a lot of room for sharp lines and clarity. Additionally, it’s a good idea to work big and then shrink as needed so I resized the image to 2048 x 1024, keeping the aspect ratio but increasing the size by 8 times. As the fine lines of the borderland style are important, a higher resolution is preferable.  (I tested it when done and shrinking down to 512 x 256 looked OK but 1026 x 512 was ideal for size vs detail).

Create layers

I duplicated the image into two additional layers. I do this so I can have a pristine backup, a working copy and high pass copy (if needed). The high pass allows me to see the areas needing outlines more clearly. I don’t always use it but it’s handy if needed. I created a new layer that is transparent to be my actual canvas for the black outlining. Showing but underneath the active layer would be the working copy or the highpass copy to use as the base reference.


tx_b_n_dark elf_m_h09

Jiub 1.0…crude untapered thick lines

Like the video linked in my last post, I started creating outlines highlighting particular feature areas that stood out for change in shape. My  variation on this style leans more to outlining surfaces with changes in height but not color fluctuations (e.g. later on when I get to tattoos, I likely won’t outline the tattoo.) I looked for distinctive wrinkles and natural feature as well as abrupt marks like the scar.

As you can see in Jiub 1.0, I failed to refine the lines after I finished outlining. I didn’t use shape dynamics or taper and thin out the lines. Crosshatching was also minimal.


Jiub Vanilla Base to Borderland

NifSkope and Jiub 1.0

I used a program called NifSkope that lets you see meshes rendered with textures and animation if applicable. It was there that I saw how odd the texture stretched due to the 3d model’s crude animation and UV texture mapping. The eyes looked really weird as the mesh just stretched down a single point to mimic blinking but the texture stretched the area above the eye down with it. The mouth opened up very much like the canadians in South Park. Because of that, I had to go back and adjust the lines to minimize the line bleeding when the textures stretched.  You can also see where the original texture has errors such as the red eye’s inner lower corner bleeding onto the eyelid.


Because this is a more cartoon-like look, I experimented with using an unsharpen filter on the working copy of the original image to exaggerate the colors and then a smart blur to blend the blemishes away some. Additionally, I added shadows and highlights by drawing on a new layer black and white respectively at 50% opacity and then blurring it to look like light smudging.

Next time, I show the other, more refined textures I completed AND Jiub 2.0.

– Martin


He fell passed out drunk and the guards found a Sharpee

Experiments in Art Style

Art Concepts

Since I have limited time to focus on leisurely activities, a lot of what I do with game art falls more into the “Proof of Concept” category. I have an idea about what would be a interesting visual change for me and I merely want to see it in game. For example, for the Darkstone project, I was going for the look of dry erase crayons on a dark dry erase board.

Exit to Forest

Exit to Forest

For Morrowind, I simulated a cell shader (cartoon) effect with build in black outlines. Note: when I first made those textures, Borderlands hadn’t been released. However, I had already realized that it looked better to have the solid colors have some kind of texture behind them for visual interest.

MGE Screenshot 2

Fast forward to Today

I was messing around with my new art tablet last month and decided to see if I could replicate the style of Borderlands in Morrowind, at least as a proof of concept. I did some research for tips on the best way to replicate the effect and found a youtube video that explained a method that a got very close to the games style.

I chose to experiment on the vanilla Morrowind face textures. In general, they are awful and look very ugly in game. My logic being that adding the “borderlands” style texturing might add enough interest to make them worthy of keeping versus using model replacer mod (may mods replace the heads). The original textures used for faces were very low resolution, inaccurate (sloppily made) and just generals ugly as all get out.

Ugly Vanilla

Some one beat him with the Vanilla Game ugly stick


I started by doing the heads in the order of the characters you run into when you start a new game. I redid 5 faces. It was surprisingly easier than I thought.

Jiub Vanilla Base to Borderland

I’ll detail it out next time but for a teaser here’s what “vanilla” jiub looked like when I was done. I’ll explain the irregularities next time.

– Martin