(Slightly) Higher Res Vanilla Sprites v1.1

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TheLacus
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Re: (Slightly) Higher Res Vanilla Sprites

Post by TheLacus » Wed Mar 28, 2018 8:01 pm

Mosin Nagant wrote:
Wed Mar 28, 2018 4:12 pm
TheLacus wrote:
Tue Mar 27, 2018 7:21 pm
Only albedo is imported, plus emission maps when a record is reported as emissive. My idea was a 1:1 replacement for sprites, leaving to prefabs the potential for further customization. I can change this if you think is worth it, but there are some billboards which share the atlas with original textures. I think we would have to migrate all imported textures to be used with an individual material or check if emission/normal is available for first record of archive (which is something i'm not really fond of because it can lead to confusion).
The ease of use is always welcome, but you know much, much more about the DFU codebase than I do. I don't think it's worth your effort just for my mod, especially if I can implement it in a dfmod.
Sorry, i think there has been a misunderstanding: the issue is how textures are injected in game, so loading them from disk or a dfmod makes no difference. When billboards from an archive share a material to use an atlas, they can't use a material property (such as a normal map) individually. We can make a flat normal map for the textures in the atlas that doesn't have a real one, but we must know if at least one texture use it or we can just avoid it entirely. The easy way is to use the first texture as a flag, but while this works fine for terrain sets (like Nystul did in a similar situation) or monsters (one monster per archive) i think it would be a bit forced for archives which contain different graphics (like the big npcs one). If there is a request for normal map support, this can be implemented (by me or someone else) but it would require to address all the different ways billboards are implemented because i think is better to avoid inconsistency where only some sprites can have a normal map.
Mosin Nagant wrote:
Wed Mar 28, 2018 4:12 pm
TheLacus wrote:
Tue Mar 27, 2018 7:21 pm
You need a tool for the (free) unity editor, but you can also build a dfmod which benefits of load order :) The downside is that you can't choose individual textures, either you install the mod or you don't.
Could I use an .ini file so users can select which textures they want?
Allowing mod settings to provide customization for the purpose of asset-injection is something i have been thinking about, but i never put it in practice. The solution, at least for now, is to release separate packs. :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

Highyena
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Re: (Slightly) Higher Res Vanilla Sprites

Post by Highyena » Mon Apr 30, 2018 8:11 pm

Hey there, the download link doesn't seem to be working correctly for me (just sends me to the sites main page). Is this an issue for anyone else?

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Mosin Nagant
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Re: (Slightly) Higher Res Vanilla Sprites

Post by Mosin Nagant » Sun May 13, 2018 10:50 pm

Sorry for disappearing, everyone! I became very busy with school and didn't have time to check the forums.
TheLacus wrote:
Wed Mar 28, 2018 8:01 pm
Sorry, i think there has been a misunderstanding: the issue is how textures are injected in game, so loading them from disk or a dfmod makes no difference. ... If there is a request for normal map support, this can be implemented (by me or someone else) but it would require to address all the different ways billboards are implemented because i think is better to avoid inconsistency where only some sprites can have a normal map.
Ah, I understand now. While I'd love to see the feature implemented, I think the effort would be better spent on other parts of DFU to make the gameplay more complete. I can live without normal maps for sprites. :)

Highyena wrote:
Mon Apr 30, 2018 8:11 pm
Hey there, the download link doesn't seem to be working correctly for me (just sends me to the sites main page). Is this an issue for anyone else?
Strange, I had the same issue. It must have been some sort of media fire update. I've updated the original post with this link:
http://www.mediafire.com/file/q29f2dqfb52ukqj

Let me know if it still isn't working. Sorry for taking so long to reply.
Previously known as LordMordecai on DXL forums

Highyena
Posts: 21
Joined: Mon Apr 30, 2018 8:05 pm

Re: (Slightly) Higher Res Vanilla Sprites

Post by Highyena » Sun May 13, 2018 11:01 pm

The link works now, thanks for the fix. ;)

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Mosin Nagant
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Location: Land of the Free, Home of the Brave

Re: (Slightly) Higher Res Vanilla Sprites

Post by Mosin Nagant » Tue May 15, 2018 11:48 pm

Highyena wrote:
Sun May 13, 2018 11:01 pm
The link works now, thanks for the fix. ;)
Anytime, always happy to see people interested in my mods. :)
Previously known as LordMordecai on DXL forums

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