Re: Modding Tutorials: Asset-Injection
Posted: Thu Aug 08, 2019 5:53 pm
Tools for Daggerfall
https://forums.dfworkshop.net/
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<?xml version="1.0"?>
<info>
<renderMode>Transparent</renderMode>
</info>
Is this already implemented?TheLacus wrote: ↑Fri Aug 16, 2019 4:58 pm I've added console commands add_weapon, add_armor and add_clothing; they should make easier to test texture replacements for these items. The arguments are enum values from EntityEnums.cs and ItemEnums.cs. For example add_weapon Wakazashi Dwarven is a valid input for add_weapon {Weapons} {WeaponMaterialTypes}. Remember that you can use help command_name to print use instructions.
This property applies to all textures in a archive. I wonder if the issue is that the first frame fails to load and only the xml file is seen. Things were working when i tested them, but could you check the log for any message related to the asset being loaded?MasonFace wrote: ↑Sun Aug 25, 2019 5:49 pm I'm trying to get the Ghosts to render as transparent.
I've tried the following XML:
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<?xml version="1.0"?> <info> <renderMode>Transparent</renderMode> </info>
I've saved this XML file as 273_0-0.xml and have included it in a .dfmod package.
Unfortunately, it doesn't appear to give the effect I was expecting. It looks like the ghost is completely disappearing during that frame. All other frames look like the normal opaque render mode.
Any idea what I'm doing wrong? Do I also need to set its alpha value? Also, is there a way to create an XML file that applies properties to all frames of an archive?
Thanks.
I confirm they are functional. Note that command_name is not the name of a command but what you have to replace with the name of a command.King of Worms wrote: ↑Sun Aug 25, 2019 7:18 pmIs this already implemented?TheLacus wrote: ↑Fri Aug 16, 2019 4:58 pm I've added console commands add_weapon, add_armor and add_clothing; they should make easier to test texture replacements for these items. The arguments are enum values from EntityEnums.cs and ItemEnums.cs. For example add_weapon Wakazashi Dwarven is a valid input for add_weapon {Weapons} {WeaponMaterialTypes}. Remember that you can use help command_name to print use instructions.
Because none of these commands work
Ive tryed
add_weapon Wakazashi Dwarven
help command_name
First of all make sure you are synced to latest changes on github (or at least to 16 August commits).King of Worms wrote: ↑Sun Aug 25, 2019 9:36 pm What should I exactly type to get this dwarven weapon pls?
And what should I exactly type to get that help?
Thos isnt exactly self explanatory..
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> cm 18
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)
Created Ghost on team Undead
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)
Adding bundle [Wizard Rend] 1929274880
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)
Removing bundle [Wizard Rend] 1929274880
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 43)
Unloading 0 Unused Serialized files (Serialized files now loaded: 7)
Unloading 1300 unused Assets to reduce memory usage. Loaded Objects now: 10135.
Total: 108.666100 ms (FindLiveObjects: 2.343600 ms CreateObjectMapping: 0.341800 ms MarkObjects: 104.063300 ms DeleteObjects: 1.916800 ms)
Setting up 4 worker threads for Enlighten.
Thread -> id: 3140 -> priority: 1
Thread -> id: 4e0 -> priority: 1
Thread -> id: 3a1c -> priority: 1
Thread -> id: 2fd0 -> priority: 1
Texture 273_0-0 is not included in the package above, but there is an issue with billboard scale. Will be fixed for the next buildMasonFace wrote: ↑Mon Aug 26, 2019 2:52 am Also, I've packaged the Ghost Frames and XML file if that helps you debug. Transparent Ghost Test