Page 4 of 8
Re: [Mod] New Locations
Posted: Thu May 24, 2018 4:10 am
by Mosin Nagant
Wow! Great work. Can't wait to see play around with it!
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: [Mod] New Locations
Posted: Sun Jun 03, 2018 8:11 pm
by Uncanny_Valley
Update! See first page for download links.
After much work, it is finally done! My goal was for this version was to create a stable base, something that can be build upon, improved and expanded on later.
I decided to separate the the mod into 3 parts
- The Location Loader, which is a mod file that enable new exterior locations to be added to Daggerfall.
- A collection of test locations that I created
- The source code and editor script. The editor scripts allows you to create your own locations and add them to the world.
Features
- New exterior locations can be added to the world.
- New locations will use texture, mesh and billboard replacements if available
- Lamps, candles and campfires will emit light
- Animals such as cats and dogs will produce sound
- Editor scrips that makes creating new locations easier
Unfinished features... but started on
- Loot containers
- Support for season(winter/summer) changes for billboards
This has been a fun project to work on, especially the editor tools, but I feel a bit fatigued from it and I have come to a point where I don't know how to continue with it. So if there is anyone in the community that would like to help out and contribute, I would be very grateful.
In the meantime, I would love to see people trying out the editor tools and creating and sharing the own locations.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
Re: [Mod] New Locations
Posted: Sun Jun 03, 2018 8:49 pm
by Kamer
And here I thought my day off would only be used to work on my Villager/Races project. Bye Bye my life.
Re: [Mod] New Locations
Posted: Sun Jun 03, 2018 9:40 pm
by King of Worms
Kamer wrote: ↑Sun Jun 03, 2018 8:49 pm
And here I thought my day off would only be used to work on my Villager/Races project. Bye Bye my life.
Yes, this editor sounds very dangerous!! Im scared to try it...
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: [Mod] New Locations
Posted: Sun Jun 03, 2018 9:43 pm
by Interkarma
UV, I'm moving this to the Released Mods forum. If you can, pop a screenshot into the first post for me.
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: [Mod] New Locations
Posted: Tue Jun 05, 2018 1:42 pm
by Uncanny_Valley
Interkarma wrote: ↑Sun Jun 03, 2018 9:43 pm
UV, I'm moving this to the Released Mods forum. If you can, pop a screenshot into the first post for me.
I tried to add a screenshot, but it won't let me.
![Sad :(](./images/smilies/icon_e_sad.gif)
It seems to be a limit to 3 files per post? I will look into hosting the screenshot somewhere else and link to it instead.
Re: [Mod] New Locations
Posted: Thu Jul 19, 2018 9:50 pm
by King of Worms
UV, can you please elaborate a bit on how to use this tool?
Re: [Mod] New Locations
Posted: Sun Jul 22, 2018 7:46 pm
by Uncanny_Valley
King of Worms wrote: ↑Thu Jul 19, 2018 9:50 pm
UV, can you please elaborate a bit on how to use this tool?
Can do. I been on an extended vacation for the last 3 weeks and will be home in a couple of days, can write a small guide to it then.
Re: [Mod] New Locations
Posted: Mon Jul 23, 2018 11:38 am
by King of Worms
Great! I want to try that but I have no idea how to utilize the tools you provided, thank you
![Wink ;)](./images/smilies/icon_e_wink.gif)
Re: [Mod] New Locations
Posted: Mon Sep 17, 2018 9:10 pm
by TheLacus
Hey Uncanny_Valley, i wanted to let you known that i "promoted" your editor in the
modding system docs along with the features provided by core.
![Smile :)](./images/smilies/icon_e_smile.gif)