Eh, I tried as best to my ability, but I simply cannot get the XML value to be read. It's half-implemented: the program generates the XML with the default Palette value, but I don't know how to access it from TextureFile.cs so the PaletteName can use it.Interkarma wrote:This is great! You've made some good progress on this.
If anyone wants to look at externalizing the palette file path, you could probably copy some of the settings code that writes to "settings.xml" (stored in AppData\Roaming\DaggerfallUnity2) and put the palette path there.
TextureFile has a constructor that allows you to send it any palette path:
Setting up the TextureFile reader with a custom palette should just require new code to call this with external path from settings.xml instead of the defaults.Code: Select all
public TextureFile(string FilePath, FileUsage Usage, string PaletteFilePath, bool ReadOnly)
Anyways, here's a new build of TI, version 0.0110. It creates a separate AppData directory so the texture thumbnails can generate, along with a non-functional Palette field in the settings.
http://www.mediafire.com/file/ajafbnk6i ... 0110%5D.7z