[MOD] Real Grass 2

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mikeprichard
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Re: [MOD] Real Grass 2

Post by mikeprichard » Mon May 14, 2018 1:53 am

Can I ignore the "TextureOverride" folder when installing the mod, and simply copy "realgrass.dfmod" to the DFU "StreamingAssets/Mods" folder? Cheers!

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Mon May 14, 2018 10:04 am

Mike wrote:
Mon May 14, 2018 1:53 am
Can I ignore the "TextureOverride" folder when installing the mod, and simply copy "realgrass.dfmod" to the DFU "StreamingAssets/Mods" folder? Cheers!
Yes, the dfmod includes all required materials. But if you drop textures inside StreamingAssets/Textures/Grass they will be imported and override originals. This is completely optional.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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mikeprichard
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Re: [MOD] Real Grass 2

Post by mikeprichard » Mon May 14, 2018 10:44 am

OK, that's what I thought - thanks!

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Interkarma
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Re: [MOD] Real Grass 2

Post by Interkarma » Wed May 23, 2018 11:08 am

Just a heads-up TheLacus, I'm implementing support for floating y in a branch right now. This extends the existing floating origin support to work in all three axes.

This has impact across a wide range of placement code. One of the areas touched is CityNavigation.WorldToScenePosition() which is now floating y aware when using refineY option. It should return the correct location in future calls, but any serialized objects may not be in the right place when loading a game.

If you get the time, would you be able to test your mod against the new branch to ensure plants, etc. are placed OK? Especially any serialized objects with absolute height values.

I'll be on deck to help resolve any problems if they're encountered. Just let me know what I can do to help.

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Fri May 25, 2018 4:37 pm

All vegetation is added via Unity grass system, so placement is on terrain layers and it shouldn't be affected at all by this change.
Particle mist, which is not yet available in a build, is supposed to use WorldToScenePosition() via event. I tested the mod (including mist) on the floating y branch and didn't find any issue.
Harvested crops are saved with mapPixel and local 2d position, no need to store height for terrain here. Let me know if i can test something else :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Interkarma
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Re: [MOD] Real Grass 2

Post by Interkarma » Fri May 25, 2018 9:18 pm

That sounds great! Thankyou for testing. :)

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mikeprichard
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Re: [MOD] Real Grass 2

Post by mikeprichard » Thu May 31, 2018 8:19 am

Can this please be added to the Released Mods forum? Thanks!

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Interkarma
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Re: [MOD] Real Grass 2

Post by Interkarma » Thu May 31, 2018 8:44 am

Thank you, I don't know how I missed this one. Keep pointing them out and I'll keep moving them. :)

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Sat Jun 02, 2018 4:33 pm

Interkarma wrote:
Thu May 10, 2018 9:31 pm
Thanks for the information. I'll take a look at reordering some things here when I can.
Hey, what do you think if i just add this event as is for the moment ? You can get back to it when you have time. :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Interkarma
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Re: [MOD] Real Grass 2

Post by Interkarma » Sat Jun 02, 2018 7:17 pm

Please go ahead. :)

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