[Mod] New Locations

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Uncanny_Valley
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Re: [Mod] New Locations

Post by Uncanny_Valley »

Here is some screenshots on the editor scrips that I been working on.

1. Location prefab editor. Allows you to create location prefabs with a preview in the Unity scene view. The editor allows you to define the locations size and add new objects to it. You can edit the position, rotation and scale of added objects in the scene view. Saved prefabs are stored in StreamingAssets/Locations/LocationPrefab.
EditorPreview1.jpg
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2. Location instance editor. It's here that you actually create new locations is in the world. You link a location prefab to it, and define it's world X and world Y coordinates as well as it's placement on that terrain piece. You save your file with location(s) (you can have multiple locations defined per file) and store it in StreamingAssets/Locations/. When playing the game, the locationloader script will read all files in the location folder and add all locations to the game.
EditorPreview2.jpg
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3. A new Shrine of Dibella, located outside of Daggerfall
EditorPreview3.jpg
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Midknightprince
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Re: [Mod] New Locations

Post by Midknightprince »

You are blowing my mind here...
Check out my YouTube Channel!

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Interkarma
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Re: [Mod] New Locations

Post by Interkarma »

Wow UV, this is fairly incredible...

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mikeprichard
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Re: [Mod] New Locations

Post by mikeprichard »

!!!!!!

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Midknightprince
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Re: [Mod] New Locations

Post by Midknightprince »

I'm thinking cryngaine field would be perfect for this.
Lysandus fake tomb..
Its actually discussed in the game, but it aint there.
Some freaky ideas are starting to pop in my head...
Check out my YouTube Channel!

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Hazelnut
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Re: [Mod] New Locations

Post by Hazelnut »

Uncanny_Valley wrote: Fri May 18, 2018 2:23 pm I don't have a public repo with the code, but that is a good idea.
Any progress? I'm dying to know how you're doing this magic. lol :lol:
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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TheLacus
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Re: [Mod] New Locations

Post by TheLacus »

Awesome!
Hazelnut wrote: Sun May 20, 2018 5:37 pm
Uncanny_Valley wrote: Fri May 18, 2018 2:23 pm I don't have a public repo with the code, but that is a good idea.
Any progress? I'm dying to know how you're doing this magic. lol :lol:
You can extract text files (including code) from the in-game window, if you really want ;)

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Uncanny_Valley
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Re: [Mod] New Locations

Post by Uncanny_Valley »

I plan to share everything eventually, including the editor scripts to allow people to create and share their own created locations. There are still a few thing that I want/need to fix first. I ask for just a little patience. ;)

In the meantime, here are screenshots of a lighthouse. :D

lighthouse.jpg
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lighouse2.jpg
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Taemos
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Re: [Mod] New Locations

Post by Taemos »

Uncanny_Valley wrote: Sun May 20, 2018 6:58 pm In the meantime, here are screenshots of a lighthouse. :D
Nevermind the other buildings in the background, sitting off the shore...

This is awesome. These are the types of additions that make me most excited for Daggerfall Unity's potential.

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Jukic
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Re: [Mod] New Locations

Post by Jukic »

wow,

wonderful work UV. Good luck with further implementation.

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