[WIP] Future Shock Weapons

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numidium3rd
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Re: [WIP] Future Shock Weapons

Post by numidium3rd »

Here it is. The image itself has no filtering so Unity is doing something to it after bundling.
Spoiler!
Screenshot 2023-03-05 145334.png
Screenshot 2023-03-05 145334.png (63.98 KiB) Viewed 2845 times

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Magicono43
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Re: [WIP] Future Shock Weapons

Post by Magicono43 »

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.

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BadLuckBurt
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Re: [WIP] Future Shock Weapons

Post by BadLuckBurt »

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.
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.
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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numidium3rd
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Re: [WIP] Future Shock Weapons

Post by numidium3rd »

Magicono43 wrote: Sun Mar 05, 2023 8:02 pm Try changing the "Texture Type" from Default to "Sprite (2D and UI)"
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.
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 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.

I have a new build up with the new textures and a fix to the lighting here: https://www.nexusmods.com/daggerfalluni ... ?tab=files

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Magicono43
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Re: [WIP] Future Shock Weapons

Post by Magicono43 »

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.

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BadLuckBurt
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Re: [WIP] Future Shock Weapons

Post by BadLuckBurt »

numidium3rd wrote: Sun Mar 05, 2023 8:25 pm
Magicono43 wrote: Sun Mar 05, 2023 8:02 pm Try changing the "Texture Type" from Default to "Sprite (2D and UI)"
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.
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 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.

I have a new build up with the new textures and a fix to the lighting here: https://www.nexusmods.com/daggerfalluni ... ?tab=files
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.

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 :D
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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thenameisthegame
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Re: [WIP] Future Shock Weapons

Post by thenameisthegame »

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~

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thenameisthegame
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Re: [WIP] Future Shock Weapons

Post by thenameisthegame »

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.

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thenameisthegame
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Re: [WIP] Future Shock Weapons

Post by thenameisthegame »

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!

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numidium3rd
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Re: [WIP] Future Shock Weapons

Post by numidium3rd »

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.
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.

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.

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