![Smile :)](./images/smilies/icon_e_smile.gif)
The extra gem and bracelet are a good idea.
There are now two components named ObjectPositioner and WallPropPositioner. The first allows to set a direction where a collider is seeked and perform a transition on the target object. For example you want to use Down for dungeon treasures. WallPropPositioner additionally adjusts rotation and vertical alignment and is meant to replace FaceWall. This one should still be working but it will be eventually removed. I also added an interface which should be helpful if a mod want to provide its own asset positioning. Tell me if this satisfies all needs and everything works correctlyAlexanderSig wrote: ↑Sat Apr 06, 2019 10:49 pm Thanks guys
I sent TheLacus a PM a few days ago about the floating models, he's looking into it
16/26 treasure piles now done.
Awesome, thanks a lotTheLacus wrote: ↑Tue Apr 16, 2019 4:13 pm There are now two components named ObjectPositioner and WallPropPositioner. The first allows to set a direction where a collider is seeked and perform a transition on the target object. For example you want to use Down for dungeon treasures. WallPropPositioner additionally adjusts rotation and vertical alignment and is meant to replace FaceWall. This one should still be working but it will be eventually removed. I also added an interface which should be helpful if a mod want to provide its own asset positioning. Tell me if this satisfies all needs and everything works correctly![]()
This is an optimization for loose files, you are already doing it manually if you build a mod. I think one of the negative aspects of dfmods is that read/write flag is up to modders while this is something that need be decided depending on how textures are used internally. I'm looking forward to the upgrade to Unity 2018.3 because this will allows to check at runtime if texture is readable. While this doesn't solve the issue completely, i intend to add this check to texture import to make debug easier and avoid issues to be accumulated when reading is attempted and failed.King of Worms wrote: ↑Tue Apr 16, 2019 5:11 pm I also saw something about read/write enable flag on git from you, but Im not sure its already in? I think it was not the latest " Allow readonly flag for billboards"I thought it might have been something to tell the modders, if the flag should be on or off. That would be really helpfull. But I can be completely wrong.
The idea is to have dfworkshop.net/projects/daggerfall-unity/modding/ as the main modding reference and this is where i update all the documentation. There is also the changelog written by Interkarma at every release, but following git is a great idea to see things happening liveKing of Worms wrote: ↑Tue Apr 16, 2019 5:11 pm EDIT: IT might be cool if these advancements in a modding system could be listed in some dedicated thread, so ppl who do modding can be up to speed. (some improvements/advancements I found out just by luck - like the arrows and text buttons for a global map are working) But I completely understand if this is just added work for you and you dont have a time for it. I will try to look on git more, to keep up with the progress. Thanks for pushing it fwd all the time
You should be able to provide normal maps via mods if you include raw textures following loose files nomenclature, much like emission maps for sprites. The reason not to use materials is that terrain has its own shader and textures are not handled like the others.King of Worms wrote: ↑Tue Apr 16, 2019 5:11 pm EDIT 2: Also, if the terrain textures could have normal maps in a same way other textures can have them.. that would be helpfull. I know the loose files might work in this case, but its not really that conveninent to end users