Daggerfall Remaster w/future builds

Discuss modding questions and implementation details.
Mike
Posts: 162
Joined: Sun Feb 19, 2017 6:49 pm

Re: Daggerfall Remaster w/future builds

Post by Mike » Mon Jun 04, 2018 2:01 am

AXO - that's great! The slow load time is the only thing keeping me from using the Remaster right now, but good to know the .dfmod format allows such a huge improvement.

User avatar
AXO
Posts: 82
Joined: Mon May 14, 2018 4:19 am
Location: Italy

Re: Daggerfall Remaster w/future builds

Post by AXO » Mon Jun 04, 2018 2:01 am

one is pleased to be able to serve (cit.) :D

I also thought that maybe it can be even better by dividing the packages into small parts in order to have control over what to use in the moment this could also be a solution to mike problems

User avatar
King of Worms
Posts: 685
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: Daggerfall Remaster w/future builds

Post by King of Worms » Mon Jun 04, 2018 11:38 am

Thanks for feedback, thats great news, new version will be in a dfmod package than

EDIT: any tutorials on to how to create DFMOD? Thank you

User avatar
Interkarma
Posts: 3363
Joined: Sun Mar 22, 2015 1:51 am

Re: Daggerfall Remaster w/future builds

Post by Interkarma » Mon Jun 04, 2018 11:53 am

This might help get you started.

http://www.dfworkshop.net/projects/dagg ... /textures/
viewtopic.php?p=2378#p2378

Some of the other guys (TheLacus, Nystul, Uncanny_Valley, Hazelnut) can likely provide much better guidance than myself on this. I don't work in the mod system as heavily as they do. Feel free to ask questions and somebody is bound to help. :)

User avatar
AXO
Posts: 82
Joined: Mon May 14, 2018 4:19 am
Location: Italy

Re: Daggerfall Remaster w/future builds

Post by AXO » Tue Jun 05, 2018 10:42 am

I took some time to understand how to do , but at the end I managed in this way :
-Install Unity 5.5.0f3 not 2018 (i have understood this after some time !..For now but from what I read soon there will be a working version for 2018)
-download or copy github repository of DfU
-open the project of repository with unity5.5
-import your texture in your project ( Assets/StreamingAssets/Textures )
-open mod manager and create new mod (Daggerfall Tools)
-select all the texture than clic on the button Add Selected Asset(s)

User avatar
King of Worms
Posts: 685
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: Daggerfall Remaster w/future builds

Post by King of Worms » Thu Jun 07, 2018 6:32 pm

Thanks for info guys, I will wait till we move to unity 2018 and than I will do it. In the meantime, I do some more textures/sprites so theres a new content also in a next version.

User avatar
King of Worms
Posts: 685
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: Daggerfall Remaster w/future builds

Post by King of Worms » Sun Jul 01, 2018 3:39 pm

Guys, few questions about mod building.

What I did is this:
Downloaded and installed Unity 2018 1.2.f1
Downloaded and unzipped "daggerfall unity master" from git

Now

I place my textures into the "daggerfall master unity/assets/streaming assets/textures"
Start unity
Open "daggerfal unity master" project (I tryed to run it and it works)
Click daggerfall tools > mod builder
Fill in the title version etc
In the unity left bottom corner I select streaming assets
In the unity right bottom corner I click on textures so the folder is selected
In the mod builder I click "add selected assets"

I can see "assets/streaming assets/textures" added in the files section of a mod builder

I click "build mod" and select a folder and a name (I save to desktop)
I click save and

nothing happens :/

I see a red msg in a left bottom corner of a unity

"asset not found: Assets/Streamingassets/textures"

And thats it.

Any help pls?

User avatar
Nystul
Posts: 1127
Joined: Mon Mar 23, 2015 8:31 am

Re: Daggerfall Remaster w/future builds

Post by Nystul » Sun Jul 01, 2018 3:56 pm

Is the mod project file located in a subfolder inside Assets/Untracked folder? If not this might be the reason mod builder fails

User avatar
TheLacus
Posts: 641
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: Daggerfall Remaster w/future builds

Post by TheLacus » Sun Jul 01, 2018 4:11 pm

You need to select files, not a folder. Also be sure to read the documentation, you need to create materials for non-billboard textures. This allows you to set smoothing and glossiness as well as add other textures.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

User avatar
King of Worms
Posts: 685
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: Daggerfall Remaster w/future builds

Post by King of Worms » Sun Jul 01, 2018 4:41 pm

I made it that the dfmod json file is inside the assets/untracked/modbuilder folder now

I select the files I want to build a mod from and add them (when I select all files, I get like 1 frame per 10 seconds, so I select just 10 textures for a start)

I click build mod and set a name and location, click save and a process starts

3 folders are created, when I open the windows one, there are 4 files each 1KB in size, you can download em here

https://files.fm/u/e296sen9#_

So I guess something is wrong because of the small size of the files?

"you need to create materials for non-billboard textures" - is this needed for a dfmod to be built? I dont use any normal maps etc in my mod? We talking creation of 100s+ or even 1000s of files here ;)

Post Reply