[MOD] Handpainted model replacement project (Release v2.00) - UPDATE Sept 2020

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pango
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by pango »

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).
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King of Worms
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by King of Worms »

I think the unrealistic size mixed with semi-realistic 3D makes it look ridiculous.
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)

Post by Kokey »

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.
Image
Alternate version:
Image
Ralzar wrote: Thu Sep 03, 2020 4:06 pm Figured I'd take a stab at making my mods compatible with this. Do you have the code in a github repository or something?
BadLuckBurt is looking into it currently. There is no coding directly involved in this mod, just models and textures.
Maybe do some artistic liberty(tm) and make it instead a open chest filled with gems?

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AlexanderSig
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by AlexanderSig »

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.

Image

Better or worse?

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Ralzar
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by Ralzar »

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
campfire.png (389.42 KiB) Viewed 311 times
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
brazier.png (255.24 KiB) Viewed 311 times
Because you can walk through it.


It appears the same is happening with the Torches.
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Azteca
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by Azteca »

Much better, Alexander! Good work. I can see how that would be tricky.

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AlexanderSig
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by AlexanderSig »

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.
Ok great, I'll add collision boxes to the rest of the models in the next patch.

@Azteca: thanks! :)

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TheLacus
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by TheLacus »

AlexanderSig wrote: Mon Sep 07, 2020 11:59 pm
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.
Ok great, I'll add collision boxes to the rest of the models in the next patch.
You can also use a trigger collider if you prefer not to add collisions.
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AlexanderSig
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by AlexanderSig »

TheLacus wrote: Tue Sep 08, 2020 2:16 pm You can also use a trigger collider if you prefer not to add collisions.
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.

Image

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TheLacus
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by TheLacus »

AlexanderSig wrote: Wed Sep 09, 2020 5:58 pm
TheLacus wrote: Tue Sep 08, 2020 2:16 pm You can also use a trigger collider if you prefer not to add collisions.
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.

Image
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.

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.
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