[WIP] Future Shock Weapons
- numidium3rd
- Posts: 187
- Joined: Sun Mar 25, 2018 12:34 am
- Location: United States
Re: [WIP] Future Shock Weapons
Here it is. The image itself has no filtering so Unity is doing something to it after bundling.
Spoiler!
Nexus DFU Mods:
https://www.nexusmods.com/daggerfalluni ... user+files
Mod source repo:
https://github.com/numidium/dfu-mods
https://www.nexusmods.com/daggerfalluni ... user+files
Mod source repo:
https://github.com/numidium/dfu-mods
- Magicono43
- Posts: 1141
- Joined: Tue Nov 06, 2018 7:06 am
Re: [WIP] Future Shock Weapons
Try changing the "Texture Type" from Default to "Sprite (2D and UI)"
See if changing and then applying that change makes any difference. I guess you could also play around with the "Compression Quality" at the bottom, but I personally have not needed to change that for my own imported textures.
See if changing and then applying that change makes any difference. I guess you could also play around with the "Compression Quality" at the bottom, but I personally have not needed to change that for my own imported textures.
- BadLuckBurt
- Posts: 948
- Joined: Sun Nov 05, 2017 8:30 pm
Re: [WIP] Future Shock Weapons
Under Advanced, the Non-Power of 2 setting is set to ToNearest. You need to disable that, I think it says None or Do Nothing in the list of options when you click on it.numidium3rd wrote: ↑Sun Mar 05, 2023 7:55 pm Here it is. The image itself has no filtering so Unity is doing something to it after bundling.
To explain what's going on: that setting makes Unity stretch your image width and height to the nearest Power of 2 dimension when set to ToNearest. Hence why it doesn't look right in-game.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
- numidium3rd
- Posts: 187
- Joined: Sun Mar 25, 2018 12:34 am
- Location: United States
Re: [WIP] Future Shock Weapons
I think that worked. To verify, I tried extracting the images with Asset Studio after building the mod and they didn't appear blurry (as a bonus, the .dfmod is now half the size that it was). Thanks again - this is my first time packaging graphics into a mod archive so it's been a learning experience.Magicono43 wrote: ↑Sun Mar 05, 2023 8:02 pm Try changing the "Texture Type" from Default to "Sprite (2D and UI)"
I see, that's good to know. That setting disappears when I change the texture type to Sprite though. The size appears to be preserved now.BadLuckBurt wrote: ↑Sun Mar 05, 2023 8:18 pm Under Advanced, the Non-Power of 2 setting is set to ToNearest. You need to disable that, I think it says None or Do Nothing in the list of options when you click on it.
To explain what's going on: that setting makes Unity stretch your image width and height to the nearest Power of 2 dimension when set to ToNearest. Hence why it doesn't look right in-game.
I have a new build up with the new textures and a fix to the lighting here: https://www.nexusmods.com/daggerfalluni ... ?tab=files
Nexus DFU Mods:
https://www.nexusmods.com/daggerfalluni ... user+files
Mod source repo:
https://github.com/numidium/dfu-mods
https://www.nexusmods.com/daggerfalluni ... user+files
Mod source repo:
https://github.com/numidium/dfu-mods
- Magicono43
- Posts: 1141
- Joined: Tue Nov 06, 2018 7:06 am
Re: [WIP] Future Shock Weapons
Good to hear, glad it worked once again. Honestly I have no recollection of how exactly I learned to import sprites into DFU mods, must have been a few years since I initially found out the order of operations and such, lol.
- BadLuckBurt
- Posts: 948
- Joined: Sun Nov 05, 2017 8:30 pm
Re: [WIP] Future Shock Weapons
Setting it to Sprite is probably the best call in this case so good to see that that worked I'll have to keep that in mind for future stuff.numidium3rd wrote: ↑Sun Mar 05, 2023 8:25 pmI think that worked. To verify, I tried extracting the images with Asset Studio after building the mod and they didn't appear blurry (as a bonus, the .dfmod is now half the size that it was). Thanks again - this is my first time packaging graphics into a mod archive so it's been a learning experience.Magicono43 wrote: ↑Sun Mar 05, 2023 8:02 pm Try changing the "Texture Type" from Default to "Sprite (2D and UI)"
I see, that's good to know. That setting disappears when I change the texture type to Sprite though. The size appears to be preserved now.BadLuckBurt wrote: ↑Sun Mar 05, 2023 8:18 pm Under Advanced, the Non-Power of 2 setting is set to ToNearest. You need to disable that, I think it says None or Do Nothing in the list of options when you click on it.
To explain what's going on: that setting makes Unity stretch your image width and height to the nearest Power of 2 dimension when set to ToNearest. Hence why it doesn't look right in-game.
I have a new build up with the new textures and a fix to the lighting here: https://www.nexusmods.com/daggerfalluni ... ?tab=files
The Default texture type is a built-in Unity one I think and those tend to expose a lot more settings, not particularly suited to DFU
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
- thenameisthegame
- Posts: 36
- Joined: Sun Feb 19, 2023 10:02 pm
Re: [WIP] Future Shock Weapons
So far so good, muzzle flash 'aura' is fixed and the sprites look as sharp as the original! And the mod takes half the size? What's not to like! Good stuff~
- thenameisthegame
- Posts: 36
- Joined: Sun Feb 19, 2023 10:02 pm
Re: [WIP] Future Shock Weapons
What I'm trying to crack right now is why Lootable Villagers doesn't recognize a kill from the mod as something to trigger the Lootable Villagers script(s).
I can have the villager spawn a corpse if I switch to any DFU weapons, or if I use the Mighty Foot WHILE holding a Future Shock Weapons but not from weapon discharge itself. Player log with just Future Shock Weapons and Lootable Villagers active shows no exceptions or errors whatsoever.
Ultimately, I don't know if what needs work is on the Future Shock Weapons OR Lootable Villagers end of things.
I can have the villager spawn a corpse if I switch to any DFU weapons, or if I use the Mighty Foot WHILE holding a Future Shock Weapons but not from weapon discharge itself. Player log with just Future Shock Weapons and Lootable Villagers active shows no exceptions or errors whatsoever.
Ultimately, I don't know if what needs work is on the Future Shock Weapons OR Lootable Villagers end of things.
- thenameisthegame
- Posts: 36
- Joined: Sun Feb 19, 2023 10:02 pm
Re: [WIP] Future Shock Weapons
I'm not sure of the conditions required to have this happen 100%, but if I've been playing for a while the dim muzzle flash flickering happens at some point and when that starts it'll keep on happening for the rest of the run. It lingers until I quicksave then the effect is purged, then if I use the weapon again it stays up until another save happens. There is no trace of the event in the player log.
On a positive note, glad to see you improved the projectile flashes/blasts in 1.2.6!
On a positive note, glad to see you improved the projectile flashes/blasts in 1.2.6!
- numidium3rd
- Posts: 187
- Joined: Sun Mar 25, 2018 12:34 am
- Location: United States
Re: [WIP] Future Shock Weapons
That's very odd because I made sure to only set the muzzle flash light source's intensity above zero when the ray cast (i.e. hit scan) routines are called. On any frame where the game isn't paused the light source's intensity is subtracted by the delta time times a coefficient unless it is less than or equal to zero in which case it is disabled.thenameisthegame wrote: ↑Fri Apr 14, 2023 5:44 pm ...if I've been playing for a while the dim muzzle flash flickering happens at some point and when that starts it'll keep on happening for the rest of the run.
I'm guessing either something outside of my code is controlling my Light component or there's some other quirk with Lights that I'm not aware of.
Nexus DFU Mods:
https://www.nexusmods.com/daggerfalluni ... user+files
Mod source repo:
https://github.com/numidium/dfu-mods
https://www.nexusmods.com/daggerfalluni ... user+files
Mod source repo:
https://github.com/numidium/dfu-mods