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by TheLacus
Sun Jan 21, 2018 7:00 pm
Forum: Modder Discussion
Topic: Texture Installation for Mac?
Replies: 3
Views: 55

Re: Texture Installation for Mac?

Hi parisean! Path is "StreamingAssets/Textures", if missing you can create it manually. I don't have a Mac but i think "Contents" is the equivalent of "exe_Data".
by TheLacus
Wed Jan 17, 2018 9:25 pm
Forum: Work Requests
Topic: Reload/Refresh Textures
Replies: 21
Views: 604

Re: Reload/Refresh Textures

MaterialReader.CompressSkyTextures used to be a field that applied to all textures (I think it was just called "CompressTextures" at the time). The setting had a negative impact on small textures such as flats, so I just retained setting for sky images where compression was barely noticea...
by TheLacus
Sun Jan 14, 2018 9:50 pm
Forum: Help & Support
Topic: Question about lighting and melee control
Replies: 12
Views: 388

Re: Question about lighting and melee control

That's the one. I just checked and i think the texture in your screenshot is 123.2, which has no metallicgloss map but an xml file. It's called 123_2-0.xml, so remove it or lower smoothness from current 0.7 :) Of course this may have negative effects on reflection mod functionalities, just saying th...
by TheLacus
Sun Jan 14, 2018 9:36 am
Forum: Help & Support
Topic: Question about lighting and melee control
Replies: 12
Views: 388

Re: Question about lighting and melee control

Ifkopifko is correct. Alternatively, you can disable all mods globally from game settings and it shouldn't load textures anymore.

If you want to experiment, try to find the exact texture and change smoothness value in Xml, see if it makes any difference.
by TheLacus
Thu Jan 11, 2018 8:20 pm
Forum: Work Requests
Topic: Reload/Refresh Textures
Replies: 21
Views: 604

Re: Reload/Refresh Textures

The textures are only loaded when needed, with a few key exceptions (like terrain sets) that need to be prepared ahead of time for the world to stream. The cache does store textures after they're loaded however, which can lead to bloat over time. A normal play session (without mods) should only con...
by TheLacus
Wed Jan 10, 2018 8:12 pm
Forum: Creator's Corner
Topic: Daggerfall retexture
Replies: 117
Views: 6727

Re: Daggerfall retexture

Pifko, dont play with fire :P With the textures, the resolution doesnt matter too much, its very different case than with the flats. Flats are supersensitive to resolution, textures are more about size, and mine are small. Size may have effect on loading times, especially if the game is on an hard ...
by TheLacus
Sun Jan 07, 2018 7:25 pm
Forum: Modder Discussion
Topic: [GUIDE] Mesh, Texture and Sound replacement
Replies: 105
Views: 13060

Re: [GUIDE] Mesh, Texture and Sound replacement

Hi ifkopifko, as you guessed mission maps are created from the base texture using fixed colors (yellow and blue). The choice for imported texture is to allows two emission maps or take part of original behaviour and apply a color over a white texture. I'm sure modelers will want to simulate differen...
by TheLacus
Mon Jan 01, 2018 10:10 pm
Forum: Modder Discussion
Topic: [GUIDE] Mesh, Texture and Sound replacement
Replies: 105
Views: 13060

Re: [GUIDE] Mesh, Texture and Sound replacement

Thank you. I think the best option is to provide a single white texture and apply the right color, much like it already happens with vanilla textures. This would provide a basic support for the original functionalities for texture replacement, while you can always simulate different colors and glass...
by TheLacus
Mon Jan 01, 2018 8:54 pm
Forum: Modder Discussion
Topic: [GUIDE] Mesh, Texture and Sound replacement
Replies: 105
Views: 13060

Re: [GUIDE] Mesh, Texture and Sound replacement

The informations you found are from the model injection section and they explain how to restore (as well as extend) daggerfall day and night behaviour when you import new buildings models. Texture replacement on vanilla meshes is 1:1 and from your screenshots it looks like is working fine with the b...
by TheLacus
Mon Jan 01, 2018 4:02 pm
Forum: Modder Discussion
Topic: [GUIDE] Mesh, Texture and Sound replacement
Replies: 105
Views: 13060

Re: [GUIDE] Mesh, Texture and Sound replacement

Hi KoW. An emission map defines color and brightness of emission per pixel. In practice you want full black for the wall and frame, and a bright color for glass. I think you may find some tutorials on youtube. ;) https://docs.unity3d.com/uploads/Main/StandardShaderEmissiveMaterialInspector.png

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