Before importing your block into a scene with DFTFU, disable Batch Billboards like below:
Hope that helps! Let me know if any more information needed.
I was thinking about this. What if we let texture artists define the uv of the plane? They should indicate only one vertex and the others woud be calculated symmetrically. Does anyone have other ideas on how to address this?Billboards have the same size as in the vanilla game, so yes, they need to have the same proportions.jman0war wrote: In Dragontail mnts i found 1 of my trees in town.
However the image is squished so evidently i have to maintain the height and width proportions?
But this would make it difficult to keep to the usual 128/256/512/1024 dimensions.
Alternatively, you can change the size of the mesh like i wrote in the first post.It is currently possible to replace billboards (sprites) textures only in interiors, dungeons and fixed locations (towns). Texture replacement for billboards support animations (you can have as many frames as you want, even more or less than vanilla) and emission maps.
For a simple texture swap, only texture files are needed. They will have the same size as vanilla, regardless of resolution.
If you want to customize the size, for example because your sprite has different proportions, you can do so with an xml file. All frames share the same file.
Archive_Record-0.xml(1:1) means the same size as vanilla, (1:2) has a double height, (0.5:1) is half as wide.
Code: Select all
<?xml version="1.0"?> <info> <scaleX>1</scaleX> <scaleY>1</scaleY> </info>
I might be a bit daft, since I am new to Unity development and such, but really want to learn and I am a bit stumbled by this instruction.Go to daggerfall-unity-master\Assets\Resources\Models and create a subfolder. Rename it with the ID of the model, then create another folder inside this one and place the .xfb file inside.
Would that mean replacing the vanilla sprites with a mesh that i create with PNG uv mapped?TheLacus wrote:
I was thinking about this. What if we let texture artists define the uv of the plane? They should indicate only one vertex and the others woud be calculated symmetrically. Does anyone have other ideas on how to address this?