BadLuckBurt wrote: ↑Tue Sep 20, 2022 5:59 pm
This is cool stuff man I'm going to start watching these even if I probably know most of it already, gotta feed the algorithm.
May I suggest you change the title of this thread to the title of the video series? Not that the current one isn't descriptive but I think it would draw more attention that way. And maybe someone could pin it (apologies if it is already, can't check while typing this), it's a good introduction to what Daggerfall Unity modding really is.
Yeah the title change for the thread is probably a good idea, considering this likely won't be the only "series" of this kind I make just the first one. Just keep in mind that it's becoming less and less coherent as I go on since I am basically only working on this mod when I'm recording, so it's alot of stream of consciousness little editing sort stuff in the more recent parts.
Hope you find it interesting, even with me being lazy with editing and such, lol. And I do plan to continue, as while the progress is slow, it is atleast something that motivates me to do it everyday rather than no progress most days.
Here is Part.7 where I:
- Read through some of "Darker Dungeons" code to learn how to replace textures in world with custom ones.
- Attempt to replace certain loot-pile textures/material with our own custom texture.
Here is Part.8 where I:
- Go over some basics of the unity editor environment, specifically for gathering useful information and testing
- Changing Texture Meta-Data To Proper Settings To Prevent Blurry Results
- Basics of Using DFU Mod Builder To Import Assets
- Difference Between Virtual And Non-Virtual Mods In Editor
- Gleaning Basic Info From Unity Editor Console
- Testing In-Game Through Unity Editor
- A Few Useful Console Commands For Testing Purposes
- Some Basic Testing of Mod In-Game
Here is Part.9 where I:
- Try to explain how custom activations work
- Do some live testing in the Unity editor
- Using and explaining the powerful "live debugging" tool in the Visual Studio IDE
- Trial and error testing
- Getting lost and confused in an issue that comes up
- Talk about how feeling lost and confused while modding is a "normal" and universal experience
- Getting things to work but having no idea why or how
- Finally figuring the issue out after a short intermission and some fiddling around
Finally have something slightly interesting to show for after many hours of mostly boring mod making videos, lol.
The sprites used are just placeholder, in the end I plan to have them look alot more pretty.
This is the result of a little over 2 hours of working on this particular aspect in part.11 of the series.
9-23-2022_Locked-Loot-Containers_Showcase_Gif_Short.gif (1.24 MiB) Viewed 419 times
Here is Part.11 where I:
- Simple Explanation About What Global Variables Are
- Checking For If A Variable Is Null/Empty
- How To Comment Out Large Sections of Code
- Some Live Debugging To Try And Resolve Issue
- Finally Make Chest Objects Unlockabled And Lootable Basic Feature
SoupDragon wrote: ↑Sun Sep 25, 2022 12:35 am
hi, i've got an animated 3d model of a chest you could use if you want.
Awesome! I still have to figure out what the deal is going to be with the actual graphical aspect of the chest. I'm leaning toward having an option for billboard sprite versions, and then another option for a 3D model one. I will definitely get back to you when I get to that point in the process though, thanks!
Here is Part.12 where I:
- Simply did some copy/paste work getting the bashing and open-spell functions to work similar to lock-pick as base-framework for later.
- Also added various additional parameters and variables to the custom chest object to be used later on.