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Re: Modding Tutorials
Posted: Thu Mar 09, 2017 11:40 pm
by jman0war
I started looking at this, but in my DaggerfallUnityStartup.unity... under Assets/Resources i don't have Flats or Models, i only have Fonts,Screens,Songs.
Did i miss something, are those folders i should be making?
Re: Modding Tutorials
Posted: Fri Mar 10, 2017 12:45 am
by TheLacus
Just create them
Re: Modding Tutorials
Posted: Fri Mar 10, 2017 3:50 pm
by TheLacus
LypyL wrote:It's ugly, but I get around it by just using constants.
I ended up using a struct of constants. It's not too bad IMO.
Code: Select all
public struct Climate
{
public const int
None = 0,
Ocean = 223,
Desert = 224,
Desert2 = 225,
Mountain = 226,
Swamp = 227,
Swamp2 = 228,
Desert3 = 229,
Mountain2 = 230,
Temperate = 231,
Temperate2 = 232;
}
if (intValue == Climate.Temperate)
/* ... */
Re: Modding Tutorials
Posted: Fri Mar 10, 2017 8:04 pm
by jman0war
How did you insert that tree flat from this post?
viewtopic.php?f=14&t=432#p3732
I'm not trying to actually release a mod, i just need to see some of these trees in-game for quality control.
There's a couple things i need to figure out, like should the edge be smoothed more, should it be feathered, should it have a thin black edge, is there too much hue saturation, do they need to be lighted up or darkened?
So i'm not sure if i should just put these trees on a flat plane and import as model at this point?
Re: Modding Tutorials
Posted: Fri Mar 10, 2017 8:32 pm
by LypyL
TheLacus wrote:
I ended up using a struct of constants. It's not too bad IMO.
Nice! I considered adding a pseudo-enum like class to get around this limitation. If it becomes a larger issue in the future I probably will.
Re: Modding Tutorials
Posted: Fri Mar 10, 2017 9:04 pm
by TheLacus
jman0war wrote:How did you insert that tree flat from this post?
viewtopic.php?f=14&t=432#p3732
I'm not trying to actually release a mod, i just need to see some of these trees in-game for quality control.
There's a couple things i need to figure out, like should the edge be smoothed more, should it be feathered, should it have a thin black edge, is there too much hue saturation, do they need to be lighted up or darkened?
So i'm not sure if i should just put these trees on a flat plane and import as model at this point?
You only need to put a .png image inside the StreamingAssets\Textures folder, you need to use the unity editor to compile the latest version of the code only because i made some changes after the latest official build has been released.
Just name your file correctly and place it inside
DaggerfallUnity_Data\StreamingAssets\Textures. I explained
here that this should be archive_record-0.png.
Re: Modding Tutorials
Posted: Sat Mar 11, 2017 1:44 am
by jman0war
TheLacus wrote:You only need to put a .png image inside the StreamingAssets\Textures folder, you need to use the unity editor to compile the latest version of the code only because i made some changes after the latest official build has been released.
Just name your file correctly and place it inside
DaggerfallUnity_Data\StreamingAssets\Textures. I explained
here that this should be archive_record-0.png.
Ok i believe i have my files the right dir and naming convention, unity created a .meta file after each one.
https://1drv.ms/i/s!An4TIiBt2x9fgR7kB87sht1doDiW
They show up in the lower unity window, but the textures aren't in game.
Even when i start a new game.
Also, in Unity, the textures don't display as thumbnail correctly, is that an indication of a problem?
https://1drv.ms/i/s!An4TIiBt2x9fgR0OlIKa3YvB9ttn
You mention
"you need to use the unity editor to compile the latest version of the code only because i made some changes after the latest official build has been released".
So is that under Dagger Tools -> Source Compiler?
If i go there and try "Add File" it's looking for .cs file, is that something i should be downloading now?
Sorry for the hassle
Actually i did find the Compile bit.
Got my 'mod' to appear in the game startup menu, but i still don't see my textures in game.
https://1drv.ms/i/s!An4TIiBt2x9fgR8Pby-920R9nPzp
So i've obviously missed something.
Re: Modding Tutorials
Posted: Sat Mar 11, 2017 11:47 am
by TheLacus
StremingAssets/Textures/510_2-0.png, not
StremingAssets/Textures/510/510_2-0.png
You can use the StreamingAssets folder you see in the editor or the one in the same folder as the *.exe, the result is the same.
jman0war wrote:
You mention
"you need to use the unity editor to compile the latest version of the code only because i made some changes after the latest official build has been released".
So is that under Dagger Tools -> Source Compiler?
If i go there and try "Add File" it's looking for .cs file, is that something i should be downloading now?
Sorry for the hassle
Actually i did find the Compile bit.
Got my 'mod' to appear in the game startup menu, but i still don't see my textures in game.
https://1drv.ms/i/s!An4TIiBt2x9fgR8Pby-920R9nPzp
So i've obviously missed something.
You don't need to create a mod. Normally, you would only place the textures inside the folder on disk, without doing anything else. You only need the unity editor because the code to import exteriors billboards is not yet in the released game, if you downloaded the project from github recently you're fine.
Re: Modding Tutorials
Posted: Sat Mar 11, 2017 7:28 pm
by Interkarma
TheLacus wrote:
You don't need to create a mod. Normally, you would only place the textures inside the folder on disk, without doing anything else. You only need the unity editor because the code to import exteriors billboards is not yet in the released game, if you downloaded the project from github recently you're fine.
I'll get those builds update today, after I merge your latest PR.
Re: Modding Tutorials
Posted: Sat Mar 11, 2017 7:38 pm
by jman0war
No joy on trees in game.
I pulled down a fresh copy from GitHub.
Have my files in the StreamingAssets\Textures directory.
Started a new char, travel out to the mountains where these 510 trees grow, tried Worthgarian and DragonTail, but i only see the vanilla flats.
Are you sure just placing the files into that folder would be enough?
Like, how does the game know to replace vanilla PNG with the ones in the Texture dir?
Shouldn't i have to like, assign these textures to some object?