Modding Tutorials: Asset-Injection

Discuss modding questions and implementation details.
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King of Worms
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Re: [GUIDE] Mesh, Texture and Sound replacement

Post by King of Worms » Wed Dec 20, 2017 2:29 pm

Character portraits CIF:
FACES.CIF_1-0 to FACES.CIF_60-0 (PNG) - Do not appear ingame

+ Character portraits RCI:
Character Portraits from TFAC00I0.RCI so for ex TFAC00I0.RCI_451-0 (PNG) - Do not appear ingame
03.jpg
03.jpg (295.72 KiB) Viewed 1255 times
SPOP.RCI - scaling issues - thats the 9 pergamen pieces used to create backgrounds to various msgs
02.jpg
02.jpg (285.05 KiB) Viewed 1255 times

Inventory IMG:

INVE610.IMG (Green Up/Down Arrows) - scaling
INVE710.IMG (Red Up/Down Arrows) - scaling
01.jpg
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Thank You, KoW

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TheLacus
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Re: [GUIDE] Mesh, Texture and Sound replacement

Post by TheLacus » Wed Dec 20, 2017 9:05 pm

King of Worms wrote:Character portraits CIF:
FACES.CIF_1-0 to FACES.CIF_60-0 (PNG) - Do not appear ingame
I tested TFAC00I0 but FACES should be fixed, too. Nystul please confirm my changes here. I moved the choice between portraitImgName and facesImgName above so i can check it only once (cif and rci are the same for custom import purposes).
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Nystul
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Re: [GUIDE] Mesh, Texture and Sound replacement

Post by Nystul » Thu Dec 21, 2017 8:40 am

on the first glance it looks ok. Do both unmodded common npc portraits (mobile npcs) as well as special static npc portraits (e.g. king gothryd) work?
then it should be fine

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TheLacus
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Re: [GUIDE] Mesh, Texture and Sound replacement

Post by TheLacus » Thu Dec 21, 2017 7:36 pm

Nystul wrote:Do both unmodded common npc portraits (mobile npcs) as well as special static npc portraits (e.g. king gothryd) work?
Yes
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Nystul
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Re: [GUIDE] Mesh, Texture and Sound replacement

Post by Nystul » Fri Dec 22, 2017 9:15 am

great ;)

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King of Worms
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Re: [GUIDE] Mesh, Texture and Sound replacement

Post by King of Worms » Mon Jan 01, 2018 12:47 pm

Can I get some info on how to make the emission maps for windows please?

Only hint in guide I found was "if you release textures with illuminated surfaces (like a wall with a window) you need to create emission maps (archive_record-frame_Emission.png)"

Can that even be done in Photoshop?
emmision maps.jpg
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TheLacus
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Re: [GUIDE] Mesh, Texture and Sound replacement

Post by TheLacus » Mon Jan 01, 2018 4:02 pm

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. ;)

Image
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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King of Worms
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Re: [GUIDE] Mesh, Texture and Sound replacement

Post by King of Worms » Mon Jan 01, 2018 4:37 pm

Hi, thanks for a fast reply! I got it working but Im quite sure the color of the window must be something very specific for the windows to light up during the night, right? Where can I get a info on that color please?

EDIT found this

"Day Color
The HDR color applied to the emission map at day time (only for CustomColors).
Daggerfall Unity default is #406E80.

Night Color
The HDR color applied to the emission map at night time (only for CustomColors).
Daggerfall Unity default is #CC922D."

Tryed #406E80 which is RGB 64/110/128 and it DOES NOT work :evil:
01.jpg
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02.jpg
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TheLacus
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Re: [GUIDE] Mesh, Texture and Sound replacement

Post by TheLacus » Mon Jan 01, 2018 8:54 pm

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 blue color. Can you give me the texture you're using so i can check for myself?
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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King of Worms
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Re: [GUIDE] Mesh, Texture and Sound replacement

Post by King of Worms » Mon Jan 01, 2018 9:14 pm

Hmm, sure here it is... just a window part and a corresponding emission map in a rar archive. Looks correct during day, but does not turn orange during the night. If you dont use the emission map, the light at night is out of place, because my window is not at the exact same spot as in original - doing it 1:1 is not an option, as the original emission for winter has for example icicles and snow "burned" at the emission map and Id have to place the exact same props there and be super precise about that - killer. The original emission maps are nowhere to be found in the archives
https://files.fm/u/d8wwtgss#_

LOCATION:
Wrothgarian mountains
Grayhope
loc.jpg
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