Custom world implementation: Need assistance.

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Jeoshua
Posts: 153
Joined: Tue Nov 26, 2019 7:25 am

Re: Custom world implementation: Need assistance.

Post by Jeoshua » Sat Dec 28, 2019 10:30 pm

I mistyped. My code is exactly like that, barring a different TerrainTexturing replacement.

Code: Select all

DaggerfallUnity.Instance.TerrainTexturing = new HiResTerrainTexturing();
I have tried using inheritance and just a straight replacement copy, neither one gets past the error that the thing doesn't exist for the compiler. DaggerfallUnity.Instance returns a reference to the DaggerfallUnity class, which for me does not contain anything named TerrainTexturing.

As far as a repository, no, I don't have one. I only have internet access on my phone right now, so Git is non-trivial to set up.

BadLuckBurt
Posts: 296
Joined: Sun Nov 05, 2017 8:30 pm

Re: Custom world implementation: Need assistance.

Post by BadLuckBurt » Sat Dec 28, 2019 10:34 pm

Without being able to see your code I can only suggest two things at this point:

1. Compare your code to my mod (you have the Github link)
2. Wait until after the holidays when either Hazelnut or Interkarma can chip in.

Jeoshua
Posts: 153
Joined: Tue Nov 26, 2019 7:25 am

Re: Custom world implementation: Need assistance.

Post by Jeoshua » Sat Dec 28, 2019 10:59 pm

For reference, this is what I'm talking about:

https://github.com/Interkarma/daggerfal ... llUnity.cs

TerrainSampler is in there, and that works fine. TerrainTexturing is, however, not in that class, at all. At that, I looked at the file history back to 2016 and couldn't even find a version in which it had been present.

I'm just mystified, here. How can it work for you, but for me it's an impossibility. Is that file I linked matched up with what you have?

BadLuckBurt
Posts: 296
Joined: Sun Nov 05, 2017 8:30 pm

Re: Custom world implementation: Need assistance.

Post by BadLuckBurt » Sun Dec 29, 2019 5:47 am

On my Github is also a fork of DFU, clone that and try building your mod with the burtHacks branch. Its possible Hazelnut made a change to how TerrainTexturing is handled in that version that Im forgetting about.

Jeoshua
Posts: 153
Joined: Tue Nov 26, 2019 7:25 am

Re: Custom world implementation: Need assistance.

Post by Jeoshua » Sun Dec 29, 2019 6:06 am

Ding! We have a winner. There are substantial changes here to the terrain texturing system, including an Interface, a default, and the required entries in DaggerfallUnity to do as described. I knew I wasn't crazy!

Honestly all that needs to be in the base game before I can use it to release anything, tho. But it's good enough for me to play around with. I just don't want to be doing this just for my benefit, it's would love to be able to share once I have something finished.

BadLuckBurt
Posts: 296
Joined: Sun Nov 05, 2017 8:30 pm

Re: Custom world implementation: Need assistance.

Post by BadLuckBurt » Sun Dec 29, 2019 6:24 am

Jeoshua wrote:
Sun Dec 29, 2019 6:06 am
Ding! We have a winner. There are substantial changes here to the terrain texturing system, including an Interface, a default, and the required entries in DaggerfallUnity to do as described. I knew I wasn't crazy!

Honestly all that needs to be in the base game before I can use it to release anything, tho. But it's good enough for me to play around with. I just don't want to be doing this just for my benefit, it's would love to be able to share once I have something finished.
My apologies, Ive been using that branch ever since Hazelnut made those changes for me and he definitely explained them but they didnt stick with me obviously.

The plan is to ask IK to integrate those changes at some point but I still consider my own terrain stuff unfinished and also struggle to figure out a way to expose noise settings in a compehensible manner to less techsavvy people.

Anyway, Im happy you can proceed, you should no problem merging IKs master branch of DFU with my burtHacks branch, Ive been doing that locally and never had merge conflicts.

If you finish your stuff before mine and want to release it then by all means ask IK. Im not hogging my stuff, just struggling a bit to get it finished and all props go to Hazelnut for making my experiments possible. I called the branch burtHacks for a reason :D

Good hunting!

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Hazelnut
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Re: Custom world implementation: Need assistance.

Post by Hazelnut » Mon Dec 30, 2019 1:34 pm

Yeah there's some work that will need rolling into core, but I'm taking a break from DFU so no idea when this will happen.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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