Ah, when I click dragged to grab just the "273" archive records for the package, I missed the first frame thinking that the XML was before all the other images... I didn't look carefully; sorry about that.
I've corrected the package and re-uploaded it for testing.
I know this wasn't the issue for my mod file because I used select all and got ALL the files in the folder and have verified that all frames are there.
Sorry, i wasn't clear in my previous post. The issue with the scale is what makes the billboard invisible: if you provide an xml file but not a custom scale, zero is incorrectly used as default. You can solve it if you manually provide a value of one, otherwise wait for next build when this will be the default value.
Mod System documentation - Learn how to create mods for Daggerfall Unity. Modder Discussion - General help and discussion for the mod system. Github Issues - Submit a bug report for the game, including the mod system.
Ah, i didn't notice it. You are putting the rendering mode in the meta file for the record instead of the file for the archive. (check daggerfall-unity/modding/textures/#billboard > Mobile). Also note that you want to use Fade, not Transparent.
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Mod System documentation - Learn how to create mods for Daggerfall Unity. Modder Discussion - General help and discussion for the mod system. Github Issues - Submit a bug report for the game, including the mod system.
I tested it from the Unity Editor but i really should also have checked behaviour with a final build; i'll do it tomorrow. If you want, try running it from the Editor (place it inside StreamingAssets/Mods as usual) and, if it works, include a dummy material with the mod using Fade rendermode. That's should prevent optimization that strips unused shader keywords, which caused similar effects in the past.
Mod System documentation - Learn how to create mods for Daggerfall Unity. Modder Discussion - General help and discussion for the mod system. Github Issues - Submit a bug report for the game, including the mod system.
Doesn't work in Unity. I included a material with the standard shader using "Fade" rendering mode and it didn't help.
If it's working on your end, then I must be doing something wrong on my end. You've spent enough of your time trying to help me; I'll keep investigating on my end and see if I can figure it out. I may reach out to you later if I still can't find a solution in a few days.
Mod System documentation - Learn how to create mods for Daggerfall Unity. Modder Discussion - General help and discussion for the mod system. Github Issues - Submit a bug report for the game, including the mod system.
Sorry to dig this back up, but I just had someone post on the Nexusmods page for PVE that the ghosts are showing full black instead of transparency like in this screenshot from before.
I have confirmed that it is working as expected in Unity, but it doesn't work correctly in DFU on my computer. I've double checked that I have a dummy material packaged in the DFMOD file with the standard shader and fade rendering mode. I named the material "Fade_Dummy".
Can you double check and see if the previous package that you got working in DFTFU also works in the final build on your machine?