Revamping exterior buildings, A feasable endaveour?

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Hazelnut
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Re: Revamping exterior buildings, A feasable endaveour?

Post by Hazelnut »

l3lessed wrote: Sun Jul 11, 2021 3:04 am Please give me buildings that make architectural sense. Stairs for the second floors, where it makes design sense, would be an amazing addition to the buildings and give the cities a different feel.
I think they make perfect sense, as balconies. I mean they have no falling protection, but I still think that's what they are. Many buildings in the game have steps to upper doors when it's meant to be an entrance. So I agree with architectural sense, but think wooden balcony rails would be a better refinement than adding stairs for access.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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King of Worms
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Re: Revamping exterior buildings, A feasable endaveour?

Post by King of Worms »

A bit off topic (is it?) but in the loading screen, I can see various building models, and many of them are not ingame, yet they look badass. Why is it so? Can we identify unused models and get em back ingame in such a mod as this one (or any other) ?

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Hazelnut
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Re: Revamping exterior buildings, A feasable endaveour?

Post by Hazelnut »

That's perfectly doable, and it might be good to have a list of them for mod authors. Do be aware that they may not have interiors made for them though, and that's a fair amount of work that would be needed before they could be used in game.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Ninelan
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Re: Revamping exterior buildings, A feasable endaveour?

Post by Ninelan »

It could be worthwhile to have documentation on that front!
Could possibly be done simultaneously with this.


I don't have much to show currently, for I'm just messing around with making normal maps for every exterior texture set atm.
Better to get this done first than later imo.
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