Modding Tutorials: Asset-Injection
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: [GUIDE] Mesh, Texture and Sound replacement
Often the size of ui panels is dependent on the textures size, so higher resolutions cause what you described. It's an easy fix to make them always use the vanilla size, it just requires time to test all of them and see what is working and what is not. Thank you for reporting this.
- Arl
- Posts: 202
- Joined: Sun Mar 22, 2015 10:57 am
Re: [GUIDE] Mesh, Texture and Sound replacement
This means is not on my end?
How about those files that are't replaced, like the SPOP graphics and also the local map (AMAP00I0.IMG), I put my .png named AMAP00I0.IMG.png inside textures/img folder but it isn't shown in game like the other stuff.
Regardless of those issues, I have to say that this replacement of graphics is really exiting stuff for me.
How about those files that are't replaced, like the SPOP graphics and also the local map (AMAP00I0.IMG), I put my .png named AMAP00I0.IMG.png inside textures/img folder but it isn't shown in game like the other stuff.
Regardless of those issues, I have to say that this replacement of graphics is really exiting stuff for me.
My Deviantart page, I have some Daggerfall stuff in there.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: [GUIDE] Mesh, Texture and Sound replacement
Don't worry there is nothing wrong with what you're doing. Thanks again for reporting these issues.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Mesh and Texture replacement - guide
From the next build it will be possible to include more assets in a single assetbundle and release it as a mod, with its own description, load order and all. Thanks again Lypyl for your awesome modding system.kingOfWyrms wrote: Does this mean we'll need to have a separate asset pack for each item we're replacing?
- Arl
- Posts: 202
- Joined: Sun Mar 22, 2015 10:57 am
Re: [GUIDE] Mesh, Texture and Sound replacement
I want to report that since the last live build (April 20) buttons and the save/load/exit panel fits correctly. The things that didn't get replaced before now got replaced, but with the same scaling problem:
(The image depicts one piece of patchment tile along with that piece of stone that you use to assign points).
Also, I don't know who has jurisdiction in this, but another issue that I found is that the images don't show up well in the scaled size:
I would like them to look like this:
At first I thought it was because they are big images and they got downscaled this way (my resolution is 1360x768), but there's one equally big image that got scaled beautifully, the inventory screen, so I know it's possible for them to look nice downscaled.
That's it.
(The image depicts one piece of patchment tile along with that piece of stone that you use to assign points).
Also, I don't know who has jurisdiction in this, but another issue that I found is that the images don't show up well in the scaled size:
I would like them to look like this:
At first I thought it was because they are big images and they got downscaled this way (my resolution is 1360x768), but there's one equally big image that got scaled beautifully, the inventory screen, so I know it's possible for them to look nice downscaled.
That's it.
My Deviantart page, I have some Daggerfall stuff in there.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: [GUIDE] Mesh, Texture and Sound replacement
Can you give me the name of all the images that are affected by the same problem as the parchment?
Also i noticed that all the images of the menu (change char, classic loading) are unaffected by filtermode. Interkarma, shouldn't they use either the Gui or the Main filter?
Look like it's stretched due to the different aspect ratio.Arl wrote:
Also, I don't know who has jurisdiction in this, but another issue that I found is that the images don't show up well in the scaled size:
I would like them to look like this:
At first I thought it was because they are big images and they got downscaled this way (my resolution is 1360x768), but there's one equally big image that got scaled beautifully, the inventory screen, so I know it's possible for them to look nice downscaled.
Also i noticed that all the images of the menu (change char, classic loading) are unaffected by filtermode. Interkarma, shouldn't they use either the Gui or the Main filter?
- Arl
- Posts: 202
- Joined: Sun Mar 22, 2015 10:57 am
Re: [GUIDE] Mesh, Texture and Sound replacement
So far CHAR03I1.IMG is the one giving problems right now. I haven't replaced all the images yet, so if there are more issues with other images I'm yet to encounter them, I'll get back to you in case I do.TheLacus wrote:Can you give me the name of all the images that are affected by the same problem as the parchment?
My Deviantart page, I have some Daggerfall stuff in there.
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: [GUIDE] Mesh, Texture and Sound replacement
with latest live build (build #64) and current version from git it is possible to replace terrain tiles if the system supports texture arrays (which can be seen as info text in the advanced settings window - if it is supported and enabled).
terrain tile archives need to be replaced as whole, that means e.g. woodland terrain set 302: all 56 records of the archive need to have a replacement texture with the same dimensions and format.
these map types can be replaced (one or multiple):
(exception is the metallic gloss map, where you can also just provide specific replacement textures and a default texture will be created and used for records that had no replacement provided)
It is possible to use different texture sizes for the different map type sets, e.g. 512x512 textures for (all) albedo maps and 128x128 textures for (all) normal maps.
I tested with replacement textures up to 2048x2048. Since loading times went up significantly on my system (about a minute instead of a few seconds) I would suggest to go for a reasonable texture size, e.g. 512x512
terrain tile archives need to be replaced as whole, that means e.g. woodland terrain set 302: all 56 records of the archive need to have a replacement texture with the same dimensions and format.
these map types can be replaced (one or multiple):
- albedo map
- normal map
- metallic gloss map (currently only used by Realtime Reflections mod if present)
(exception is the metallic gloss map, where you can also just provide specific replacement textures and a default texture will be created and used for records that had no replacement provided)
It is possible to use different texture sizes for the different map type sets, e.g. 512x512 textures for (all) albedo maps and 128x128 textures for (all) normal maps.
I tested with replacement textures up to 2048x2048. Since loading times went up significantly on my system (about a minute instead of a few seconds) I would suggest to go for a reasonable texture size, e.g. 512x512
- Arl
- Posts: 202
- Joined: Sun Mar 22, 2015 10:57 am
Re: [GUIDE] Mesh, Texture and Sound replacement
Is it now possible in the latest build (Fighters Update) to replace the parchment tiles (SPOP) and the YES/NO buttons?
My Deviantart page, I have some Daggerfall stuff in there.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: [GUIDE] Mesh, Texture and Sound replacement
Arl wrote:Is it now possible in the latest build (Fighters Update) to replace the parchment tiles (SPOP)
and the YES/NO buttons?