KoW - D.R.E.A.M.
- Interkarma
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Re: KoW - Daggerfall Remaster 3.0
That's really cool! With a fully scripted mod, it should also be possible to change exit texture based on dungeon types. For example, the big 3 castles could have unique exit art each instead of the stock "black arch with a skull".
- Adrinus
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Re: KoW - Daggerfall Remaster 3.0
I don't suppose Dungeons know where their entrances are in the world eh?Interkarma wrote: ↑Thu Oct 18, 2018 9:54 pm That's really cool! With a fully scripted mod, it should also be possible to change exit texture based on dungeon types. For example, the big 3 castles could have unique exit art each instead of the stock "black arch with a skull".
With some really clever work, you could render the 3D world just outside the entrance, just like 5-10 feet out or so. And use 3D models for the gate.
With much less work, you could have an exit scene for each climate/terrain type, possibly even changing the brightness of it depending on the time of day.
- pango
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Re: KoW - Daggerfall Remaster 3.0
Another problem with 3D model entrance is that the entrance is sometimes located in places that do not make sense in 3D (say, on a wall with a dungeon corridor on the other side of the wall). I assume that's the kind of thing that's not totally impossible to do in Unity, but probably a pain to implement.
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
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Re: KoW - Daggerfall Remaster 3.0
Say, I just installed this whole package, and I'm having a problem with walking NPCs shifting in and out of existance. ANybody else experienced this?
- pango
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Re: KoW - Daggerfall Remaster 3.0
Hi,
Well known issue, check for example the 5th post of this very thread...
Last edited by pango on Fri Oct 19, 2018 8:11 pm, edited 1 time in total.
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Jay_H
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Re: KoW - Daggerfall Remaster 3.0
That's a problem with the Compressed Textures setting in DFU setup. You'll have to turn that off.
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Re: KoW - Daggerfall Remaster 3.0
Alright, that worked like a charm. Thanks a lot to both of you!
- King of Worms
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Re: KoW - Daggerfall Remaster 3.0
Pango, that idea with emission map for dungeon exit is neat, I tested it and like it very much!
Ive been playing with some more HUD images.
This is the new Bio tab: And this is a draft, proof of concept which needs more work. Idea is, that a spell book should be a book, not a stone tablet, so here it is:
Up, Sort & Down buttons do not do anything when I click them. Do they have any function in the game at all?
Ive been playing with some more HUD images.
This is the new Bio tab: And this is a draft, proof of concept which needs more work. Idea is, that a spell book should be a book, not a stone tablet, so here it is:
Up, Sort & Down buttons do not do anything when I click them. Do they have any function in the game at all?
Last edited by King of Worms on Sat Oct 20, 2018 12:20 pm, edited 1 time in total.
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- Interkarma
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Re: KoW - Daggerfall Remaster 3.0
I like the look of that, nice and clean.
- King of Worms
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Re: KoW - Daggerfall Remaster 3.0
Thank you! I just want to finetune it a bit so the texts fit better in the image
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