Done. And yes, border blocks are...let's say functional. As expected, I played enough Daggerfall to know what was going to be in there. But I learnt that border blocks have rooms and corridors to connect each of the four sides, that I didn't know. Useful info? Hardly, but never say never.
What struck me as singular is the fact that they don't have any kind of decoration: no flat, no furniture.
Mod Idea - Dungeon Blocks categorised and expanded
- Arneb
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- BadLuckBurt
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Re: Mod Idea - Dungeon Blocks categorised and expanded
They are as neutral as can be. The four sides thing is so they 'just work' no matter where you put them. In theory you could create a bunch of blocks for each side separately and then have the dungeon generator assign them to the proper slots. Hell, you could make unique ones for each dungeon type etc. It's just a question of how much you value your sanity, the RDB and RMB blocks have so much potential and we have so little timeArneb wrote: ↑Sat Jun 04, 2022 3:30 pm Done. And yes, border blocks are...let's say functional. As expected, I played enough Daggerfall to know what was going to be in there. But I learnt that border blocks have rooms and corridors to connect each of the four sides, that I didn't know. Useful info? Hardly, but never say never.
What struck me as singular is the fact that they don't have any kind of decoration: no flat, no furniture.
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
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DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
- Arneb
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Re: Mod Idea - Dungeon Blocks categorised and expanded
Tell me. I can't quite grasp if it was intentional or it just "happened", but sometimes Daggerfall seems made with the exact purpose of creating a sort of blank slab to build on, rather than a proper game.BadLuckBurt wrote: ↑Sat Jun 04, 2022 3:54 pm They are as neutral as can be. The four sides thing is so they 'just work' no matter where you put them. In theory you could create a bunch of blocks for each side separately and then have the dungeon generator assign them to the proper slots. Hell, you could make unique ones for each dungeon type etc. It's just a question of how much you value your sanity, the RDB and RMB blocks have so much potential and we have so little time
Regarding this:
So, can I expect a substantial contribution from you?I really think there is more to be gained from creating new blocks from scratch but I am partly biased because I enjoy that part
Jokes apart, since you know much more than I do regarding dungeon generation, can I expect that, in a future mod involving it, integrating new dungeon blocks would be as simple putting a .RDB file in the relevant, dungeon-type directory?
- BadLuckBurt
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Re: Mod Idea - Dungeon Blocks categorised and expanded
Nowadays, Daggerfall would be tagged as Early Access, back then it was just sold as a complete game
At my own pace, sure I have a half-finished guide for dungeon block creation where I touch on most of the technical stuff to keep in mind, that should make it easier for anyone to join in. I will finish that up once the PR has been taken care of.
That really depends on the generation process being used. In very general terms, as long as the new dungeon block(s) adhere to the rules laid out by the generation process, it 'just works'. You can make the generation itself as complicated as you'd like it to be so that determines how easy it is to plug and play with new blocks.
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
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DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
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- Arneb
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Re: Mod Idea - Dungeon Blocks categorised and expanded
Damn, I need that badly. Ok, while waiting for it to be completed I'll keep experimenting with the existing blocks. Maybe something half-good will come out of it, and I'll make experience, if nothing else.I have a half-finished guide for dungeon block creation where I touch on most of the technical stuff to keep in mind, that should make it easier for anyone to join in. I will finish that up once the PR has been taken care of.
I would have a billion questions regarding dungeon design, but I'm sure I can filter a good number of those out with a bit more of practice. In the meantime, thanks for the suggestions and the support.
- BadLuckBurt
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Re: Mod Idea - Dungeon Blocks categorised and expanded
Well, I don't mind sharing it in it's current state. It's just missing a lot with the biggest thing being information about the actions since that's ground I haven't really covered myself yet. It'll also have a proper layout once I finish it, this is just my raw Notepad version.Arneb wrote: ↑Sat Jun 04, 2022 5:29 pm Damn, I need that badly. Ok, while waiting for it to be completed I'll keep experimenting with the existing blocks. Maybe something half-good will come out of it, and I'll make experience, if nothing else.
I would have a billion questions regarding dungeon design, but I'm sure I can filter a good number of those out with a bit more of practice. In the meantime, thanks for the suggestions and the support.
https://pastebin.com/XVMYWQcV
Feel free to pick my brain with your questions though, it might save you some time and headaches.
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
.
- Arneb
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Re: Mod Idea - Dungeon Blocks categorised and expanded
First, thank you for your guide, it will really help.
Regarding the questions, remember that you asked for it
Ok, let’s start: can you confirm me that those models I see in the editor that are seemingly randomly placed (like half stuck in the wall) appear correctly in game because of that problem with rotation you talk about in your guide?
Regarding the questions, remember that you asked for it
Ok, let’s start: can you confirm me that those models I see in the editor that are seemingly randomly placed (like half stuck in the wall) appear correctly in game because of that problem with rotation you talk about in your guide?
- BadLuckBurt
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Re: Mod Idea - Dungeon Blocks categorised and expanded
Sharing knowledge is key and I don't mind a challenge of my own knowledge so it goes both ways.Arneb wrote: ↑Sat Jun 04, 2022 6:25 pm First, thank you for your guide, it will really help.
Regarding the questions, remember that you asked for it
Ok, let’s start: can you confirm me that those models I see in the editor that are seemingly randomly placed (like half stuck in the wall) appear correctly in game because of that problem with rotation you talk about in your guide?
Can you make a screenshot of the issue you're describing? It's kinda hard to judge from the text description, if the model was rotated around two or more axis when you imported it then there's a good possibility you ran into the rotation issue. An example of a block that has this issue would be the King of Worms block where there are several coffins that are screwed when imported into World Data Editor.
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
.
- Arneb
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- Joined: Sun Mar 08, 2020 9:38 pm
- Arneb
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- Joined: Sun Mar 08, 2020 9:38 pm
Re: Mod Idea - Dungeon Blocks categorised and expanded
Good day sir Burt, another question:
What is the easiest way to test ingame a custom dungeon block?
Edit: one more: what's about RdbObjectList-#? Has some kind of effect gameplay wise?
What is the easiest way to test ingame a custom dungeon block?
Edit: one more: what's about RdbObjectList-#? Has some kind of effect gameplay wise?