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Re: Modding Tutorials

Posted: Mon Jun 13, 2022 6:06 am
by Jay_H
Yes, that's very simple. You just have to put the file into the appropriate folder in your DFU installation, when it has the right name. You can find the right name with Daggerfall Imaging. See this guide: https://www.dfworkshop.net/projects/dag ... /textures/

Re: Modding Tutorials

Posted: Mon Jun 13, 2022 3:57 pm
by osman
Thank you for answering, though im still making a mistake. I checked daggerfall imagining, exported the kite shield png but there are multiple for both male and female. Texture files go as 245,246,247.... until Texture252. I named a file 250_35-0 and put the png i recolored, then put them in streamingassets/textures. Probably named it wrong and messed things up. Is there an example mod for this that i can look into other than the guide you posted?

Re: Modding Tutorials

Posted: Mon Jun 13, 2022 7:53 pm
by Magicono43
osman wrote: Mon Jun 13, 2022 3:57 pm Thank you for answering, though im still making a mistake. I checked daggerfall imagining, exported the kite shield png but there are multiple for both male and female. Texture files go as 245,246,247.... until Texture252. I named a file 250_35-0 and put the png i recolored, then put them in streamingassets/textures. Probably named it wrong and messed things up. Is there an example mod for this that i can look into other than the guide you posted?
No, trying out myself I think you named it correctly. But you just have to make sure you are using the correct body-type for the texture you replaced. ALSO big note I just realized while testing this, make sure you are testing with either a leather, chain, or silver shield of that type, otherwise it seems the replacement does not go through, at least through normal loose-file texture replacement, may be a bug.
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Re: Modding Tutorials

Posted: Mon Jun 13, 2022 10:21 pm
by osman
Thank you! I finally did it. I checked the guide again and added the material to the name, it is like 250_35-0_steel and it worked. Thank you all.

Re: Modding Tutorials

Posted: Mon Jun 13, 2022 10:32 pm
by Magicono43
osman wrote: Mon Jun 13, 2022 10:21 pm Thank you! I finally did it. I checked the guide again and added the material to the name, it is like 250_35-0_steel and it worked. Thank you all.
Awesome, I'm glad adding the material does work for loose files it seems. And even better that it worked in your case!

Re: Modding Tutorials

Posted: Tue Jun 14, 2022 4:14 pm
by osman
This is what i was trying to do btw.

Re: Modding Tutorials

Posted: Tue Jun 14, 2022 4:52 pm
by Magicono43
osman wrote: Tue Jun 14, 2022 4:14 pm This is what i was trying to do btw.
Nice, it looks magnitudes better than my crappy mock-up :P

Re: Modding Tutorials

Posted: Thu Jun 16, 2022 8:37 pm
by osman
Hi, kinda played around with the shield. İ now learned the texture naming and implementing my work in game but... Is it possible to turn texture files into .dfmod format?

Re: Modding Tutorials

Posted: Thu Jun 16, 2022 8:45 pm
by Magicono43
osman wrote: Thu Jun 16, 2022 8:37 pm Hi, kinda played around with the shield. İ now learned the texture naming and implementing my work in game but... Is it possible to turn texture files into .dfmod format?
Yeah, I think if you are just replacing textures you basically just need a .dfmod.json file for the mod settings and a unique mod ID (this all made by the mod-builder tool in the Unity editor).

Then you put your texture replacements in a folder just called "Textures"

For the files in the mod-builder you want imported/included you add your textures from that folder and build the mod basically.

Then the result should be a .dfmod that when said mod is enabled replacing the textures just like the loose file method does, but more compact.

Re: Modding Tutorials

Posted: Sun Jun 19, 2022 1:16 am
by 13thsyndicate
Hello! I'm making a set of face replacements and I was wondering how to package them back up into a .CIF so they can be read by DFU.