Modding Tutorials: Asset-Injection
- King of Worms
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Re: [GUIDE] Mesh, Texture and Sound replacement
Character portraits CIF:
FACES.CIF_1-0 to FACES.CIF_60-0 (PNG) - Do not appear ingame
+ Character portraits RCI:
Character Portraits from TFAC00I0.RCI so for ex TFAC00I0.RCI_451-0 (PNG) - Do not appear ingame SPOP.RCI - scaling issues - thats the 9 pergamen pieces used to create backgrounds to various msgs
Inventory IMG:
INVE610.IMG (Green Up/Down Arrows) - scaling
INVE710.IMG (Red Up/Down Arrows) - scaling Thank You, KoW
FACES.CIF_1-0 to FACES.CIF_60-0 (PNG) - Do not appear ingame
+ Character portraits RCI:
Character Portraits from TFAC00I0.RCI so for ex TFAC00I0.RCI_451-0 (PNG) - Do not appear ingame SPOP.RCI - scaling issues - thats the 9 pergamen pieces used to create backgrounds to various msgs
Inventory IMG:
INVE610.IMG (Green Up/Down Arrows) - scaling
INVE710.IMG (Red Up/Down Arrows) - scaling Thank You, KoW
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- TheLacus
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Re: [GUIDE] Mesh, Texture and Sound replacement
I tested TFAC00I0 but FACES should be fixed, too. Nystul please confirm my changes here. I moved the choice between portraitImgName and facesImgName above so i can check it only once (cif and rci are the same for custom import purposes).King of Worms wrote:Character portraits CIF:
FACES.CIF_1-0 to FACES.CIF_60-0 (PNG) - Do not appear ingame
- Nystul
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Re: [GUIDE] Mesh, Texture and Sound replacement
on the first glance it looks ok. Do both unmodded common npc portraits (mobile npcs) as well as special static npc portraits (e.g. king gothryd) work?
then it should be fine
then it should be fine
- TheLacus
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Re: [GUIDE] Mesh, Texture and Sound replacement
YesNystul wrote:Do both unmodded common npc portraits (mobile npcs) as well as special static npc portraits (e.g. king gothryd) work?
- Nystul
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- King of Worms
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Re: [GUIDE] Mesh, Texture and Sound replacement
Can I get some info on how to make the emission maps for windows please?
Only hint in guide I found was "if you release textures with illuminated surfaces (like a wall with a window) you need to create emission maps (archive_record-frame_Emission.png)"
Can that even be done in Photoshop?
Only hint in guide I found was "if you release textures with illuminated surfaces (like a wall with a window) you need to create emission maps (archive_record-frame_Emission.png)"
Can that even be done in Photoshop?
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- TheLacus
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Re: [GUIDE] Mesh, Texture and Sound replacement
Hi KoW. An emission map defines color and brightness of emission per pixel. In practice you want full black for the wall and frame, and a bright color for glass. I think you may find some tutorials on youtube.
- King of Worms
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Re: [GUIDE] Mesh, Texture and Sound replacement
Hi, thanks for a fast reply! I got it working but Im quite sure the color of the window must be something very specific for the windows to light up during the night, right? Where can I get a info on that color please?
EDIT found this
"Day Color
The HDR color applied to the emission map at day time (only for CustomColors).
Daggerfall Unity default is #406E80.
Night Color
The HDR color applied to the emission map at night time (only for CustomColors).
Daggerfall Unity default is #CC922D."
Tryed #406E80 which is RGB 64/110/128 and it DOES NOT work
EDIT found this
"Day Color
The HDR color applied to the emission map at day time (only for CustomColors).
Daggerfall Unity default is #406E80.
Night Color
The HDR color applied to the emission map at night time (only for CustomColors).
Daggerfall Unity default is #CC922D."
Tryed #406E80 which is RGB 64/110/128 and it DOES NOT work
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- TheLacus
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Re: [GUIDE] Mesh, Texture and Sound replacement
The informations you found are from the model injection section and they explain how to restore (as well as extend) daggerfall day and night behaviour when you import new buildings models. Texture replacement on vanilla meshes is 1:1 and from your screenshots it looks like is working fine with the blue color. Can you give me the texture you're using so i can check for myself?
- King of Worms
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Re: [GUIDE] Mesh, Texture and Sound replacement
Hmm, sure here it is... just a window part and a corresponding emission map in a rar archive. Looks correct during day, but does not turn orange during the night. If you dont use the emission map, the light at night is out of place, because my window is not at the exact same spot as in original - doing it 1:1 is not an option, as the original emission for winter has for example icicles and snow "burned" at the emission map and Id have to place the exact same props there and be super precise about that - killer. The original emission maps are nowhere to be found in the archives
https://files.fm/u/d8wwtgss#_
LOCATION:
Wrothgarian mountains
Grayhope
https://files.fm/u/d8wwtgss#_
LOCATION:
Wrothgarian mountains
Grayhope
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