Search found 28 matches

by Mosin Nagant
Wed Mar 28, 2018 6:39 pm
Forum: Creator's Corner
Topic: Daggerfall Unity Quest Pack #1
Replies: 11
Views: 630

Re: Daggerfall Unity Quest Pack #1

37 Quests! Absolutely legendary, dude! I will definitely be downloading and playing through these :D !
by Mosin Nagant
Wed Mar 28, 2018 4:30 pm
Forum: Quest Hub
Topic: The Quest Prompt Thread
Replies: 77
Views: 6863

Re: The Quest Prompt Thread

Well, this is less of a prompt, and more like guidelines. I don't think the current quest system can really handle it at the moment, but the goal here was to write a quest that could have a lasting impact on the game world itself. Fans of Claymore might find the plot somewhat familiar. ;) Fighters G...
by Mosin Nagant
Wed Mar 28, 2018 4:12 pm
Forum: Creator's Corner
Topic: (Slightly) Higher Res Vanilla Sprites
Replies: 10
Views: 650

Re: (Slightly) Higher Res Vanilla Sprites

Only albedo is imported, plus emission maps when a record is reported as emissive. My idea was a 1:1 replacement for sprites, leaving to prefabs the potential for further customization. I can change this if you think is worth it, but there are some billboards which share the atlas with original tex...
by Mosin Nagant
Tue Mar 27, 2018 12:56 am
Forum: Creator's Corner
Topic: (Slightly) Higher Res Vanilla Sprites
Replies: 10
Views: 650

Re: (Slightly) Higher Res Vanilla Sprites

Complement revoked! :P :lol: Just plain harsh. :D I believe billboards will import normal maps if available (TheLacus might need to confirm). But they will probably still end up looking a bit flat. Interesting. Even with absolutely bonkers normal maps like the one attached here, I'm not seeing a di...
by Mosin Nagant
Mon Mar 26, 2018 11:24 pm
Forum: Creator's Corner
Topic: (Slightly) Higher Res Vanilla Sprites
Replies: 10
Views: 650

Re: (Slightly) Higher Res Vanilla Sprites

These are quite lovely. I like that you've kept the same overall style and gently added more detail. Great work. :) Well they're unused Bethesda sprites, so I would hope they'd stick to the same style :lol:. Also, quick question: I generated normal maps for a couple NPCs, as I felt the lighting sys...
by Mosin Nagant
Sun Mar 25, 2018 11:56 pm
Forum: Quest Hub
Topic: Jay_H's quest writing tutorial
Replies: 65
Views: 5753

Re: Jay_H's quest writing tutorial

Placing the Quest File First, name your quest file something. Right now we're going to name it the following: TESTING1.txt Save it in the folder /DaggerfallUnity_Data/StreamingAssets/Quests. In a separate text editor, open the folder where you installed Daggerfall Unity, and then go to /DaggerfallU...
by Mosin Nagant
Sun Mar 25, 2018 5:55 pm
Forum: Creator's Corner
Topic: (Slightly) Higher Res Vanilla Sprites
Replies: 10
Views: 650

(Slightly) Higher Res Vanilla Sprites

Slightly Higher Res Vanilla Sprites This is a simple mod that takes the sprites from TEXTURE.186 (Test Big Flats) and replaces the corresponding sprites in TEXTURE.182 (medium Common people). TEXTURE.186 appears to be unused sprites that are slightly higher resolution versions of those found in TEX...
by Mosin Nagant
Sat Mar 24, 2018 4:16 pm
Forum: Creator's Corner
Topic: Daggerfall Midi Remastered
Replies: 10
Views: 647

Re: Daggerfall Midi Remastered

Most of these sound pretty good. I particularly like the dungeon themes, and would use those in-game without a second thought!

Hopefully in the future we get support for custom sound fonts similar to what ZDoom and its variants have.
by Mosin Nagant
Sat Mar 24, 2018 4:05 pm
Forum: Creator's Corner
Topic: 512x Terrain Textures
Replies: 17
Views: 2368

Re: 512x Terrain Textures

Hey all! Just wanted to report in and let you all know this is still in progress. A lot of things happened over the course of the year, including losing my job and my home, leaving I, my wife, and my 4 children homeless. I'm happy to say that because of the kindness of a friend and the love of my p...
by Mosin Nagant
Sat Mar 24, 2018 12:28 am
Forum: Mods & Features General
Topic: Dungeon workarounds
Replies: 6
Views: 310

Re: Dungeon workarounds

I think the best solution is ultimately to wait until we have the means to modify these blocks, or rewrite the dungeon generator to have better checks against this sort of thing. A less perfect solution would be to allow the player to purchase a variety of helpful items like rope and grappling hooks...