Modding Tutorials

Discuss modding questions and implementation details.
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AlexanderSig
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Re: Modding Tutorials

Postby AlexanderSig » Sat Jul 22, 2017 6:39 pm

TheLacus wrote:What you can do even now is to set a component, Plane for example, as the parent and all the Plane.xxx as their children.
I've just made a PR which allows an empty prefab to be the parent, so this will be a possibility, too. Just pay attention to the origin.

Good work with the chair :)


Sorry how do you set a parent within a prefab? Google only gives me answers in the form of C# code and I have no idea where to begin :(

Every time I make a prefab with more than one component then every single model in the game disappears.
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TheLacus
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Re: Modding Tutorials

Postby TheLacus » Sat Jul 22, 2017 7:40 pm

You can do it from the hierarchy window.
Drag the prefab in the scene view, change the parenting and the drag it again in the project window.
Let me know if you need additional help.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
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AlexanderSig
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Re: Modding Tutorials

Postby AlexanderSig » Sat Jul 22, 2017 8:26 pm

TheLacus wrote:You can do it from the hierarchy window.
Drag the prefab in the scene view, change the parenting and the drag it again in the project window.
Let me know if you need additional help.


Thanks again. I think I did the parenting thing right but it still ends up breaking the game. I also tried removing the particle fx and light components but same result

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TheLacus
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Re: Modding Tutorials

Postby TheLacus » Sat Jul 22, 2017 8:50 pm

Drag lamp.002 out of 210_29 in the hierarchy window.
Then drag lamp.002 from the hierarchy to the project window and rename it 210_29.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
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AlexanderSig
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Re: Modding Tutorials

Postby AlexanderSig » Sun Jul 23, 2017 12:04 am

TheLacus wrote:Drag lamp.002 out of 210_29 in the hierarchy window.
Then drag lamp.002 from the hierarchy to the project window and rename it 210_29.


Thank youuu!

Animated fire, transparent glass, everything's working great now!

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Interkarma
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Re: Modding Tutorials

Postby Interkarma » Sun Jul 23, 2017 12:32 am

Whoah!

And if someone is up to the scripting, it would be very possible to turn off fire particles during the day and enable at evening. This would look cool as hell.
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TheLacus
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Re: Modding Tutorials

Postby TheLacus » Sun Jul 23, 2017 8:51 pm

I agree with both your statements. The lamp is great and toggling the fire would be nice too. This also reminded me that windows emission color needs to be addressed for imported buildings, so I took the opportunity to do both.

daynight.png
daynight.png (14.51 KiB) Viewed 416 times

The last two fields allow modders to set optional emission maps and override default colors.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
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Interkarma
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Re: Modding Tutorials

Postby Interkarma » Sun Jul 23, 2017 8:53 pm

That's a good change!

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