Daggerfall Remaster w/future builds
- mikeprichard
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Re: Daggerfall Remaster w/future builds
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.
- AXO
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- Location: Italy
Re: Daggerfall Remaster w/future builds
one is pleased to be able to serve (cit.)
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
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
- King of Worms
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Re: Daggerfall Remaster w/future builds
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
EDIT: any tutorials on to how to create DFMOD? Thank you
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- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Daggerfall Remaster w/future builds
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.
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.
- AXO
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- Location: Italy
Re: Daggerfall Remaster w/future builds
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)
-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)
- King of Worms
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Re: Daggerfall Remaster w/future builds
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.
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- King of Worms
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Re: Daggerfall Remaster w/future builds
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?
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?
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- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Daggerfall Remaster w/future builds
Is the mod project file located in a subfolder inside Assets/Untracked folder? If not this might be the reason mod builder fails
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Daggerfall Remaster w/future builds
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.
- King of Worms
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Re: Daggerfall Remaster w/future builds
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
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
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