[MOD] Handpainted model replacement project (Release v2.10b)
-
- Posts: 6
- Joined: Tue Jan 29, 2019 5:21 pm
Re: [MOD] Handpainted model replacement project (Release v1.42b)
Oh congrats too then! he's even younger than mines (almost 8 week old now) ^^
Yup about vegetation, the grass mod already adds so much. I'll need to figure a really optimized model though, trees can be somewhat bigger to load.
Yup about vegetation, the grass mod already adds so much. I'll need to figure a really optimized model though, trees can be somewhat bigger to load.
-
- Posts: 201
- Joined: Sat Sep 15, 2018 9:49 am
Re: [MOD] Handpainted model replacement project (Release v1.42b)
Outch, welcome to the club. You're in for a few turbulent years with not much time left over for anything, I can tell you that...Haven't got much time for it (new daddy of twins )
- Jukic
- Posts: 68
- Joined: Sun May 13, 2018 5:51 pm
Re: [MOD] Handpainted model replacement project (Release v1.42b)
@arkhiel: Congrats on the twins !!!! Welcome to life with grit
- Midknightprince
- Posts: 1324
- Joined: Fri Aug 11, 2017 6:51 am
- Location: San Antonio TX
- Contact:
Re: [MOD] Handpainted model replacement project (Release v1.42b)
Eeee the diapers
Prepare for the magical Aroma my friend
Prepare for the magical Aroma my friend
Check out my YouTube Channel!
- Midknightprince
- Posts: 1324
- Joined: Fri Aug 11, 2017 6:51 am
- Location: San Antonio TX
- Contact:
Re: [MOD] Handpainted model replacement project (Release v1.42b)
Still working, no issues.
Only thing, those Stone altar things with the skulls on them, sometimes they're in the air, and stuff can spawn inside them if they're supposed to be on top, like for a quest or whatever ( yeah I've seen it).
That's pretty much it...
Only thing, those Stone altar things with the skulls on them, sometimes they're in the air, and stuff can spawn inside them if they're supposed to be on top, like for a quest or whatever ( yeah I've seen it).
That's pretty much it...
Check out my YouTube Channel!
- GoodKarma
- Posts: 8
- Joined: Mon Sep 28, 2015 11:23 pm
Re: [MOD] Handpainted model replacement project (Release v1.42b)
i have missing geometry.. is this your mod??
https://drive.google.com/file/d/15sige9 ... sp=sharing
there should be things (like tables) here..
https://drive.google.com/file/d/185u76b ... sp=sharing
https://drive.google.com/file/d/15sige9 ... sp=sharing
there should be things (like tables) here..
https://drive.google.com/file/d/185u76b ... sp=sharing
- AlexanderSig
- Posts: 324
- Joined: Wed Jul 19, 2017 10:35 pm
Re: [MOD] Handpainted model replacement project (Release v1.42b)
I wouldn't mind releasing source files, I'd love it if someone continued working on this. I would however like to have the option to veto some additions if I don't feel they are of high enough quality.
I would really like it if replacing models worked like replacing textures, it would be much easier for a community to work on a project like this.
A few questions
1) If I was going to re-build the mod what version of Unity do I use?
2) Could someone compile all the bugs present in the mod? If you can include model IDs that's a big help.
I've figured out the problem with clicking bookshelves, should be very easy to fix
Congrats on the twins
I would really like it if replacing models worked like replacing textures, it would be much easier for a community to work on a project like this.
A few questions
1) If I was going to re-build the mod what version of Unity do I use?
2) Could someone compile all the bugs present in the mod? If you can include model IDs that's a big help.
I've figured out the problem with clicking bookshelves, should be very easy to fix
Congrats on the twins
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: [MOD] Handpainted model replacement project (Release v1.42b)
Hi AlexanderSig,
And can you please compile your mod for the different platforms? (Windows/OSX/Linux)
That's most likely why I only ever got crashes with this mod. I was such a noob about Unity when I did that report
I think Interkarma decided around last October that the target Unity version for Daggerfall Unity 1.0 would be Unity 2018.2.11f1. (announcement)AlexanderSig wrote: ↑Mon Feb 04, 2019 6:52 pm 1) If I was going to re-build the mod what version of Unity do I use?
And can you please compile your mod for the different platforms? (Windows/OSX/Linux)
That's most likely why I only ever got crashes with this mod. I was such a noob about Unity when I did that report
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
- AlexanderSig
- Posts: 324
- Joined: Wed Jul 19, 2017 10:35 pm
Re: [MOD] Handpainted model replacement project (Release v1.42b)
Thanks, will do. Hopefully that will be enough to solve the issue.pango wrote: ↑Mon Feb 04, 2019 8:57 pm Hi AlexanderSig,
I think Interkarma decided around last October that the target Unity version for Daggerfall Unity 1.0 would be Unity 2018.2.11f1. (announcement)AlexanderSig wrote: ↑Mon Feb 04, 2019 6:52 pm 1) If I was going to re-build the mod what version of Unity do I use?
And can you please compile your mod for the different platforms? (Windows/OSX/Linux)
That's most likely why I only ever got crashes with this mod. I was such a noob about Unity when I did that report
-
- Posts: 113
- Joined: Thu Sep 13, 2018 4:27 pm
Re: [MOD] Handpainted model replacement project (Release v1.42b)
Sadly, I don't have any ID numbers, and I'm not a comprehensive list at all, but there are a few I've noticed.AlexanderSig wrote: ↑Mon Feb 04, 2019 6:52 pm 2) Could someone compile all the bugs present in the mod? If you can include model IDs that's a big help.
1. I do have an old pic for the crypt similar to what Midknightprince mentioned, I'll put it at the bottom of the post, but I'm not 100% if that is due to this mod.
2. Store shelves are weirdly finicky to click and go into the store menus. It seems like you need to click on specific items or spots of the frame to bring up the menu or it won't happen.
3. Clicking the FIghters Guild while in info mode won't register at all unless you click on the door.
- Attachments
-
- DagUniMarch2018.jpg (85.92 KiB) Viewed 1409 times