[MOD] Handpainted model replacement project (Release v2.10b)
- pango
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
The original look to me more like some veined semi-precious uncut or polished gems. But I'm not a specialist of all the different kinds of stones, and can't find some picture looking close enough to those sprites Image search engines are also pretty bad for finding anything specific
Scale is hard to tell, but more likely smaller (but they have to be well visible in-game, so that adds another constraint than realism).
Scale is hard to tell, but more likely smaller (but they have to be well visible in-game, so that adds another constraint than realism).
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- King of Worms
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
I think the unrealistic size mixed with semi-realistic 3D makes it look ridiculous.
If the size was 10 smaller, it might be cool.
If the size was 10 smaller, it might be cool.
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- Kokey
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
Maybe do some artistic liberty(tm) and make it instead a open chest filled with gems?AlexanderSig wrote: ↑Fri Sep 04, 2020 2:23 pm Work in progress. How do you guys feel about these gems? Not an easy task to get these materials the way I want, quite different to other models I've done.
Alternate version:
BadLuckBurt is looking into it currently. There is no coding directly involved in this mod, just models and textures.
- AlexanderSig
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
Thanks for the feedback, not an easy model to make. The sprite doesn't translate well to 3d and the texture/material is a bit hard to pull off.
Better or worse?
Better or worse?
- Ralzar
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
Hi, just did some testing for Climates&Calories and Torch Taker. It appears that the mods do not work correctly with the models that do not have collision activated. So, for example, this is clickable:
Because it also has collision. If you walk over it, you pop up as you step up onto the stones and wood.
While this is not clickable:
Because you can walk through it.
It appears the same is happening with the Torches.
Because it also has collision. If you walk over it, you pop up as you step up onto the stones and wood.
While this is not clickable:
Because you can walk through it.
It appears the same is happening with the Torches.
- Azteca
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
Much better, Alexander! Good work. I can see how that would be tricky.
- AlexanderSig
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
Ok great, I'll add collision boxes to the rest of the models in the next patch.Ralzar wrote: ↑Mon Sep 07, 2020 8:52 pm Hi, just did some testing for Climates&Calories and Torch Taker. It appears that the mods do not work correctly with the models that do not have collision activated. So, for example, this is clickable:
campfire.png
Because it also has collision. If you walk over it, you pop up as you step up onto the stones and wood.
While this is not clickable:
brazier.png
Because you can walk through it.
It appears the same is happening with the Torches.
@Azteca: thanks!
- TheLacus
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
You can also use a trigger collider if you prefer not to add collisions.AlexanderSig wrote: ↑Mon Sep 07, 2020 11:59 pmOk great, I'll add collision boxes to the rest of the models in the next patch.Ralzar wrote: ↑Mon Sep 07, 2020 8:52 pm Hi, just did some testing for Climates&Calories and Torch Taker. It appears that the mods do not work correctly with the models that do not have collision activated. So, for example, this is clickable:
campfire.png
Because it also has collision. If you walk over it, you pop up as you step up onto the stones and wood.
While this is not clickable:
brazier.png
Because you can walk through it.
It appears the same is happening with the Torches.
- AlexanderSig
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- Joined: Wed Jul 19, 2017 10:35 pm
Re: [MOD] Handpainted model replacement project (Release v1.83c)
That's a good point, I will do that. Using a trigger collision works for the torches but it doesn't seem to work for defining the clickable area for loot piles, it needs a non-trigger collision box for that.
- TheLacus
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- Joined: Wed Sep 14, 2016 6:22 pm
Re: [MOD] Handpainted model replacement project (Release v1.83c)
All activations are handled by firing a raycast and checking for hit trasform. Specifically, DaggerfallLoot component needs to have the same parent as the collider that received the hit.AlexanderSig wrote: ↑Wed Sep 09, 2020 5:58 pmThat's a good point, I will do that. Using a trigger collision works for the torches but it doesn't seem to work for defining the clickable area for loot piles, it needs a non-trigger collision box for that.
Maybe the prefab has children with a collider, this is the main source of this kind of issues. This shouldn't be affected by the collider being a trigger or not, however. If you're interested, this is something that could be investigated.