CommunityUs Release

Off topic discussion. Talk about gaming and life in general. Be awesome to each other.
User avatar
Posts: 549
Joined: Sun Nov 05, 2017 8:30 pm

Re: CommunityUs Release

Post by BadLuckBurt » Thu Feb 13, 2020 7:11 am

I put the scripts I used for that on my Github earlier this week, check under dfu-blender-scripts. It's the importDae.cmd and scripts that create the .blend files. The scaler script is run separately and will scale all models down to Blender / Unity units (DFU scales classic Daggerfall models down by factor of 40).

I've deleted the DAE files I had because I needed space and the .blend files add up to a few gigabytes and since I'm on mobile internet atm with limited data, I'm not in a position to upload them anywhere nor do I think I should just to be on the safe side and avoid any legal trouble.

I exported the DAE files by recording a macro of keypresses and mouse inputs with TinyTask to go through the 'All Models' list in Daggerfall Modeling and export each model. I didn't save the macro but it's easy to recreate:

After exporting a model in DM, the focus is returned to the list of IDs so press the down arrow to move to the next model, click the Save button, hit the Enter key to start the export and after that you're back at the beginning of this sentence.

Sometimes Daggerfall Modeling bugs out during the process. When that happens, just stop the macro execution, look at the ID of the last model that was successfully exported, restart Daggerfall Modeling and go to that position in the list and start the macro again.
Daggerfall Unity on UESP: ... fall_Unity
Daggerfall Unity on Nexus Mods:
My github repositories with mostly DFU related stuff:

Posts: 41
Joined: Fri Apr 05, 2019 1:51 am

Re: CommunityUs Release

Post by communityus » Fri Feb 14, 2020 4:42 am

Thanks! Yes a macro tool sounds like just the thing.

User avatar
Posts: 1037
Joined: Sun Feb 19, 2017 6:49 pm

Re: CommunityUs Release

Post by mikeprichard » Fri Feb 14, 2020 7:25 pm

I love seeing projects like this! Will keep an eye out for a release in 2021-ish, assuming you're still on track for that target.

User avatar
Posts: 172
Joined: Sat Jan 27, 2018 10:43 am

Re: CommunityUs Release

Post by MrFlibble » Sat May 23, 2020 10:06 pm

Just stopping by to say that I like the idea of the project very much!

One thing I wanted to note too is that nowadays there seem to lots of excellent sprite and texture artists. I hang out at Doom and Duke Nukem 3D forums a lot, there are people who create wonderful stuff from scratch, be it from 3D models, digitised or hand-drawn right away. A lot of original work, just check out these trees:

Bamboo anyone?

There's also a huge Spriting Carnival thread at the ZDoom forums, which also have a dedicated place for game resources.

My idea being, perhaps you could contact some of the authors and negotiate the use of such work, or maybe even commission some specifically for the project?

Post Reply