Modding Tutorials: Asset-Injection

Discuss modding questions and implementation details.
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Interkarma
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Re: Modding Tutorials: Asset-Injection

Post by Interkarma » Tue May 29, 2018 8:35 pm

Yep, that sounds right to me. :)

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Kamer
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Re: Modding Tutorials: Asset-Injection

Post by Kamer » Tue May 29, 2018 10:16 pm

Interkarma wrote:
Tue May 29, 2018 8:35 pm
Yep, that sounds right to me. :)
On the Texture page on DFU home, it says:

"Texture replacement for billboards support animations (you can have as many frames as you want, even more or less than vanilla) and emission maps."

Is this possible for all types or only billboard characters? If only possible with billboards, are we going to see any added support for everyone else?

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Interkarma
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Re: Modding Tutorials: Asset-Injection

Post by Interkarma » Tue May 29, 2018 10:52 pm

I was not responding to you, Kamer. I was responding to TheLacus' question to me.

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Kamer
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Re: Modding Tutorials: Asset-Injection

Post by Kamer » Tue May 29, 2018 10:57 pm

I was asking a question. It just quoted for some reason.

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Interkarma
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Re: Modding Tutorials: Asset-Injection

Post by Interkarma » Wed May 30, 2018 12:57 am

I'll leave that question for TheLacus to answer then, as he's the architect of all the texture injection and mod systems.

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TheLacus
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Re: Modding Tutorials: Asset-Injection

Post by TheLacus » Wed May 30, 2018 1:36 pm

Kamer wrote:
Tue May 29, 2018 10:16 pm
Interkarma wrote:
Tue May 29, 2018 8:35 pm
Yep, that sounds right to me. :)
On the Texture page on DFU home, it says:

"Texture replacement for billboards support animations (you can have as many frames as you want, even more or less than vanilla) and emission maps."

Is this possible for all types or only billboard characters? If only possible with billboards, are we going to see any added support for everyone else?
If first frame is found in loose files, all other sequential frames are imported and cycled for animation. The idea was to keep things simple and make it just work, without worrying about situations like missing frames. Said that, there is a number of different implementations for different purposes, for example trees are added to an atlas with original textures and they are never animated.

Reading again the quote on npcs, i see is a bit confusing and i apologize for that. I'm going to reword the paragraph to make it clear that base support is for 1:1 replacement with some minor helpers, like mesh scaling to fit different ratios without stretching.
Inserting additional frames without affecting resulting animation frequency (for example to have smoother animations) or even add new interations for wandering npcs, etc., would require some considerations for different implementations and optimizations, and is probably more suited for a script mod rather than support in core.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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TheLacus
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Re: Modding Tutorials: Asset-Injection

Post by TheLacus » Tue Jun 12, 2018 8:41 pm

Since Daggerfall Unity has reached the final stage of pre-alpha development, i thought it was worth to write out some considerations on mods support aspects that can be improved for a more stable release. You can find them on first page. Unfortunately i don't have much free time to work on Daggerfall these days, but i'll try to focus on fixing bugs, smoothing and improve existing features. If you have some suggestion or issues wich you can't find on the list, feel free to write here. Please don't quote the entire post. :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Interkarma
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Re: Modding Tutorials: Asset-Injection

Post by Interkarma » Tue Jun 12, 2018 9:26 pm

Thanks for all that feedback, TheLacus! Like yourself, I'm looking forward to seeing where the mod system can go in the long tail stage of the game. Even if it doesn't get much better than now, it's still an incredible value add to the game.

You've done a tremendous job in all of this. You somehow worked around a constantly expanding codebase and kept everything ticking with practically zero issues. I watched the injection get more refined over time and its become a major system all to itself.

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King of Worms
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Re: Modding Tutorials: Asset-Injection

Post by King of Worms » Thu Jul 26, 2018 11:31 am

Hi, thanks for a lot of fixes, thing I really miss now is:

-World Map - TRAV0I00.IMG and maybe TRAV0I01.IMG Not Implemented, ImgFile.LoadPalette().
-Local Map - 51 screens called FMAPxxxx.IMG

and Ive noticed that there is a missing part (stays vanila eventho the whole picture is modded) in this img (highlighted in red)
CNFG00IO IMG.jpg
CNFG00IO IMG.jpg (878.83 KiB) Viewed 199 times
Thank you!

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