[Mod] New Locations
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] New Locations
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. 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. 3. A new Shrine of Dibella, located outside of Daggerfall
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. 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. 3. A new Shrine of Dibella, located outside of Daggerfall
- Midknightprince
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- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: [Mod] New Locations
Wow UV, this is fairly incredible...
- Midknightprince
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Re: [Mod] New Locations
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...
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!
- Hazelnut
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Re: [Mod] New Locations
Any progress? I'm dying to know how you're doing this magic. lolUncanny_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.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: [Mod] New Locations
Awesome!
You can extract text files (including code) from the in-game window, if you really wantHazelnut wrote: ↑Sun May 20, 2018 5:37 pmAny progress? I'm dying to know how you're doing this magic. lolUncanny_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.
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] New Locations
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.
In the meantime, here are screenshots of a lighthouse.
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- Posts: 41
- Joined: Sun May 24, 2015 3:31 am
Re: [Mod] New Locations
Nevermind the other buildings in the background, sitting off the shore...Uncanny_Valley wrote: ↑Sun May 20, 2018 6:58 pm In the meantime, here are screenshots of a lighthouse.
This is awesome. These are the types of additions that make me most excited for Daggerfall Unity's potential.
- Jukic
- Posts: 68
- Joined: Sun May 13, 2018 5:51 pm
Re: [Mod] New Locations
wow,
wonderful work UV. Good luck with further implementation.
wonderful work UV. Good luck with further implementation.