Re: [Mod] New Locations
Posted: Sun May 20, 2018 10:25 am
Here is some screenshots on the editor scrips that I been working on.
1. Location prefab editor. Allows you to create location prefabs with a preview in the Unity scene view. The editor allows you to define the locations size and add new objects to it. You can edit the position, rotation and scale of added objects in the scene view. Saved prefabs are stored in StreamingAssets/Locations/LocationPrefab. 2. Location instance editor. It's here that you actually create new locations is in the world. You link a location prefab to it, and define it's world X and world Y coordinates as well as it's placement on that terrain piece. You save your file with location(s) (you can have multiple locations defined per file) and store it in StreamingAssets/Locations/. When playing the game, the locationloader script will read all files in the location folder and add all locations to the game. 3. A new Shrine of Dibella, located outside of Daggerfall
1. Location prefab editor. Allows you to create location prefabs with a preview in the Unity scene view. The editor allows you to define the locations size and add new objects to it. You can edit the position, rotation and scale of added objects in the scene view. Saved prefabs are stored in StreamingAssets/Locations/LocationPrefab. 2. Location instance editor. It's here that you actually create new locations is in the world. You link a location prefab to it, and define it's world X and world Y coordinates as well as it's placement on that terrain piece. You save your file with location(s) (you can have multiple locations defined per file) and store it in StreamingAssets/Locations/. When playing the game, the locationloader script will read all files in the location folder and add all locations to the game. 3. A new Shrine of Dibella, located outside of Daggerfall