Scaling behaviour of nature flats

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BadLuckBurt
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Joined: Sun Nov 05, 2017 8:30 pm

Scaling behaviour of nature flats

Post by BadLuckBurt »

Aside from the PR I made for the randomized scaling of billboard batches, I've experimented with replacing the nature flats through the normal asset replacement system. When they are replaced this way, it seems they will always keep the dimensions and size of the original flats, XML scaling settings are ignored upon import and even scaling up the images themselves does not appear to make them bigger.

My question is: how do we replace nature flat archives and control the size of the flats? Do we need to provide a new texture atlas for that to work?


Well, the mod is out now so I guess I've answered my own questions. I have one more though:

When Daggerfall Unity is creating the texture atlas for nature flats, it reads the classic image data, then checks for texture replacements and loads those if there are any. However, it still forces the image dimensions of the classic DF data in the size array for the atlas. Is there a reason for doing it that way instead of having the texture replacements use XML like they normally do?
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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