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Re: [GUIDE] Mesh, Texture and Sound replacement

Posted: Mon Jan 01, 2018 10:10 pm
by TheLacus
Thank you. I think the best option is to provide a single white texture and apply the right color, much like it already happens with vanilla textures. This would provide a basic support for the original functionalities for texture replacement, while you can always simulate different colors and glass variations for different buildings if you import a prefab.

Re: [GUIDE] Mesh, Texture and Sound replacement

Posted: Mon Jan 01, 2018 10:47 pm
by King of Worms
Thank you for looking into it. Im a bit confused tho because I still dont know how exactly should the emission map look like so the functionality of the building windows going automatically yellow at night is preserved - as it is now, it doesnt work, my windows stay blue during the night - they dont change color.

If I understand it right, I should make the the black and white emission map, and than replace the white with the right color, which I guess is that blue RGB - 64/110/128... but that would basically leave me at the exact spot Im at now. Im affraid Im missing something here. I produce the emission map in Photoshop, I dont use Unity at all atm...

Re: [GUIDE] Mesh, Texture and Sound replacement

Posted: Tue Jan 02, 2018 7:35 pm
by King of Worms
Or more simply.... if someone can send me ONE WORKING emission map for a window, it would solve everything, thank you ;)

Re: [GUIDE] Mesh, Texture and Sound replacement

Posted: Sun Jan 07, 2018 4:28 pm
by ifkopifko
I have been messing around with the emission maps, and found no working solution. The problem is, that for building textures with windows there are two emission textures, one for day, one for night. Blue and yellow. (Don't know how the technical gears and pulleys work, maybe there is only one texture, and is swapped according to game daytime.)
However, there only seems to be the option to add a single emission texture into the textures folder, which replaces both dafault emission maps. So the day-night cycle is not going to work.

Now that I think of it, where do the default emission maps originate from? I can not find it in DFimaging, so is it something that DFU generates from the original building textures or something? If so, maybe moving that step after loading the custom textures would solve the issue.

P.S.: Seems like mages guild in Chesterwark (checked during snow season) is missing the default emission map, the windows stay black all the time. In DF the windows are lit just like other buildings.

Re: [GUIDE] Mesh, Texture and Sound replacement

Posted: Sun Jan 07, 2018 4:36 pm
by King of Worms
I spoke with The Lacus and he is aware of the problem.

"Automatic color switch is currently not implemented for imported emission maps. You can use them for lamps etc. but windows keep their original color"

So that is a thing which is not implemented yet. I also have no idea where the original emission maps originate from, deffo they are not at DFimaginig... Anyway.. we need to wait for this to work

Re: [GUIDE] Mesh, Texture and Sound replacement

Posted: Sun Jan 07, 2018 7:25 pm
by TheLacus
Hi ifkopifko, as you guessed mission maps are created from the base texture using fixed colors (yellow and blue).

The choice for imported texture is to allows two emission maps or take part of original behaviour and apply a color over a white texture. I'm sure modelers will want to simulate different window glasses for different buildings, but this is something you can already do if you import a building model so, for the purpose of simple texture replacement over vanilla meshes, i went for the vanilla route.

I pushed a PR to Interkarma which makes imported emission maps to be treated like the created one. When you import a black and white texture, the right color is applied in the same way as vanilla.

Re: [GUIDE] Mesh, Texture and Sound replacement

Posted: Tue Jan 30, 2018 10:07 am
by King of Worms
Thanks for cooperation :)
Portraits.jpg
Portraits.jpg (1.33 MiB) Viewed 5310 times

Re: [GUIDE] Mesh, Texture and Sound replacement

Posted: Thu Feb 15, 2018 11:44 am
by Gudadantza
WOOOW. I want these portraits in my Daggerfall right now! :D :D

Re: [GUIDE] Mesh, Texture and Sound replacement

Posted: Wed Feb 21, 2018 5:44 pm
by Igor
It seems to me that I do everything according to the instructions, but nothing happens. I'm trying to replace the first picture in the folder WEAPON02. In the game, the old image remains.

Re: [GUIDE] Mesh, Texture and Sound replacement

Posted: Wed Feb 21, 2018 6:39 pm
by TheLacus
Hi, you must define a material, see First Person Weapons section here.
Please tell me if you need more specific help ;)