Post here if you need help getting started with Daggerfall Unity or just want to clarify a potential bug. Questions about playing or modding classic Daggerfall should be posted to Community.
Seferoth wrote: ↑Thu Dec 19, 2019 8:36 pm
I think this one belongs to here. I am not sure where that actually is. I was in a rush when i took that pic and left(IRL)...sorry.
Scroll all the way up on this the previous page
-edit
Somehow I knew this would end up on the next page, grmbl
Ferital wrote: ↑Thu Dec 19, 2019 8:34 pm
There are a few models with missing parts I'm aware of, one of those is the cemetery hedge in Aldingwall, Daggerfall. There is also a tree trunk with a missing face which can be find in dungeons on the occasion, but I don't have its model ID.
However, I'm not sure how I could include your work in my current runtime BSA patch. Do you have a DFU branch on GitHub with your changes, so I could take a look at them?
What I'm fixing with my runtime patch is mostly bad texture UV coordinates (DF original data has plenty of them) and incorrectly assigned textures (less common). So it involves patching the BSA file in memory immediately after it's loaded by DFU. But I stopped working on this months ago because my method to obtain corrected UV coordinates and corresponding offsets to patch was a little too complicated. I use a modified version of Daggerfall Modelling to do this but I need to modify it a little more to be able to fix textures more easily. Unfortunately, I will not have much time to do this and, in general, to contribute to DFU until the end of January, I think.
Sorry, I should've been more clear. I haven't made any code changes but instead used the World Data system DFU offers to alter the building data for that particular interior: https://github.com/BadLuckBurt/dfu-layout-fixes
The file on that link is just the data that defines the interior, including the models it uses. I added 1 extra model (at line 121) but seeing how your method only changes existing data instead of adding to it, it may not be compatible.
If it helps with UV fixes, I have a library of all Daggerfall's models in .blend and .dae format as exported from Daggerfall Modeling although it sounds like you are manipulating the coordinates directly to get the desired result shown in DM?
BadLuckBurt wrote: ↑Thu Dec 19, 2019 8:57 pm
If it helps with UV fixes, I have a library of all Daggerfall's models in .blend and .dae format as exported from Daggerfall Modeling although it sounds like you are manipulating the coordinates directly to get the desired result shown in DM?
Yes that's exactly what I do. In fact, classic UV coordinates are different from what you can find in other 3D models, so they require special processing, which is also done at runtime. So, having the models in another format won't help in this case.
There is one in the middle of one of the desert palaces. I'll post a save this weekend if I remember (or if I still have it. I don't know how to take screenshots so ive just been saving everytime I find something odd. Haven't posted any of them since I figured 99% are issues from classic.) [Example: banner in db being sideways]
I have no idea about this one. Why is the banner even there? I would expect it to be upside down if it represented them overthrowing daggerfall's government. But that isn't even what the db does.