[Mod] New Locations

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Uncanny_Valley
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Re: [Mod] New Locations

Post by Uncanny_Valley » Sun May 20, 2018 10:25 am

Here is some screenshots on the editor scrips that I been working on.

1. Location prefab editor. Allows you to create location prefabs with a preview in the Unity scene view. The editor allows you to define the locations size and add new objects to it. You can edit the position, rotation and scale of added objects in the scene view. Saved prefabs are stored in StreamingAssets/Locations/LocationPrefab.
EditorPreview1.jpg
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2. Location instance editor. It's here that you actually create new locations is in the world. You link a location prefab to it, and define it's world X and world Y coordinates as well as it's placement on that terrain piece. You save your file with location(s) (you can have multiple locations defined per file) and store it in StreamingAssets/Locations/. When playing the game, the locationloader script will read all files in the location folder and add all locations to the game.
EditorPreview2.jpg
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3. A new Shrine of Dibella, located outside of Daggerfall
EditorPreview3.jpg
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Midknightprince
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Re: [Mod] New Locations

Post by Midknightprince » Sun May 20, 2018 10:42 am

You are blowing my mind here...
Check out my YouTube Channel!

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Interkarma
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Re: [Mod] New Locations

Post by Interkarma » Sun May 20, 2018 10:55 am

Wow UV, this is fairly incredible...

Mike
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Re: [Mod] New Locations

Post by Mike » Sun May 20, 2018 11:26 am

!!!!!!

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Midknightprince
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Re: [Mod] New Locations

Post by Midknightprince » Sun May 20, 2018 4:14 pm

I'm thinking cryngaine field would be perfect for this.
Lysandus fake tomb..
Its actually discussed in the game, but it aint there.
Some freaky ideas are starting to pop in my head...
Check out my YouTube Channel!

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Hazelnut
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Re: [Mod] New Locations

Post by Hazelnut » Sun May 20, 2018 5:37 pm

Uncanny_Valley wrote:
Fri May 18, 2018 2:23 pm
I don't have a public repo with the code, but that is a good idea.
Any progress? I'm dying to know how you're doing this magic. lol :lol:

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TheLacus
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Re: [Mod] New Locations

Post by TheLacus » Sun May 20, 2018 5:58 pm

Awesome!
Hazelnut wrote:
Sun May 20, 2018 5:37 pm
Uncanny_Valley wrote:
Fri May 18, 2018 2:23 pm
I don't have a public repo with the code, but that is a good idea.
Any progress? I'm dying to know how you're doing this magic. lol :lol:
You can extract text files (including code) from the in-game window, if you really want ;)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Uncanny_Valley
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Re: [Mod] New Locations

Post by Uncanny_Valley » Sun May 20, 2018 6:58 pm

I plan to share everything eventually, including the editor scripts to allow people to create and share their own created locations. There are still a few thing that I want/need to fix first. I ask for just a little patience. ;)

In the meantime, here are screenshots of a lighthouse. :D

lighthouse.jpg
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lighouse2.jpg
lighouse2.jpg (134.22 KiB) Viewed 718 times

Taemos
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Re: [Mod] New Locations

Post by Taemos » Mon May 21, 2018 5:04 am

Uncanny_Valley wrote:
Sun May 20, 2018 6:58 pm
In the meantime, here are screenshots of a lighthouse. :D
Nevermind the other buildings in the background, sitting off the shore...

This is awesome. These are the types of additions that make me most excited for Daggerfall Unity's potential.

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Jukic
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Re: [Mod] New Locations

Post by Jukic » Mon May 21, 2018 6:36 pm

wow,

wonderful work UV. Good luck with further implementation.

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