New location Door issue Question

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Ninelan
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New location Door issue Question

Post by Ninelan »

This is all the documentation on doors that pairtains to my issue:
Exteriors

Transition from exterior to interior is implemented through a collider placed in the same position as the door on the mesh. The component CustomDoor allows to defines door positions using triggers at a different position.
Interiors
The documentation is a bit lacking in clarity and I've been having trouble setting up doors that would work on cliff's end in assembly. The collider is set on the interior and ext. , the component is set... then uh...we're kinda lost now.

Is anyone a lot more knowledgeable around here about making new locations with useable doors? I would appreciate further clarification, including on the component as well as help! :)
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BadLuckBurt
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Re: New location Door issue Question

Post by BadLuckBurt »

I would've expected someone to have answered by now, anyway:

The CustomDoor component is meant for custom models that have a door texture or for a model replacement of a vanilla model that has a door texture.

Daggerfall Unity automatically detects door textures on the original models and sets up the door accordingly so if you are using original models, you shouldn't need this component as far as I know, I could be wrong.

If you are using your own models, once you've configured the component, you just make a Prefab out of the GameObject that you added the component to. After that, when DFU loads the prefab it should just work.
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Ninelan
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Re: New location Door issue Question

Post by Ninelan »

Thank you for the reply. I probably should have replied sooner but I was on a DFU pause or so to say.

Then it might be an issue of simply having the 'wrong' textures? If DFU handles all of that automatically?
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BadLuckBurt
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Re: New location Door issue Question

Post by BadLuckBurt »

We all need a break, I'm taking one right now :D

It's possible DFU only looks at certain models for door detection, been a while since I looked at it but I know the detection occurs when DFU rebuilds the Daggerfall model data to a mesh that Unity can use.

I also know Azimov ran into that issue when he was working on that custom exterior / interior, I think it was for this mod: https://www.nexusmods.com/daggerfallunity/mods/234. He used the loose wall pieces to build a bigger exterior building but then it wouldn't work.

If you do want to be able to work with the wall pieces, you could just make the mesh yourself and then use the RuntimeMaterials script in Unity to assign vanilla textures making it replacer compatible at the same time and also add one or more CustomDoor components to define your doors. I think that may be the road with the least headaches.

Alternatively, you could post the JSON or model IDs that aren't working, I'm not sure if Interkarma intended to cover all models with doors or just the actual buildings. The interior / exterior doors in Daggerfall aren't linked, DFU just picks the door that's closest position wise, it works because of how the interiors kind of correspond to the exterior shape. I'm not sure how it would handle stuff that's added on though since the exterior building is meant to be one object.
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Ninelan
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Re: New location Door issue Question

Post by Ninelan »

Well this is an entirely new model with a matching interior. So it's two prefabs, one is the exterior and one that is the interior broken up into two sections. When made it was essentially the 'same' model with differently rotated normals to get front and back-facing sides.

But I'll see if redoing the model's implementation in unity in that method might offer a solution. But It'll be some time to test it as I've no clue of how to work with implementing said models in-game to test them as much as Cliffworms, who's currently not working on anything DFU-related.

So unless I go learn that myself and put more on my plate, it'll be some time.
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Ninelan
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Re: New location Door issue Question

Post by Ninelan »

I think my issue of not being able to fix it will drive me mad :lol:

The building in question is this arena. It has six doors, and the interior and exterior match up pixel perfectly. I've reduced the doors to just one for testing and...it perplexes me and the DFU documentation is cryptic. I think I've tried a few too many things and see how it goes, separate this and that, this and that collision, this and that material and mesh separation this and that prefab assemblage...
arenagame.png
arenagame.png (251.14 KiB) Viewed 1395 times
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BadLuckBurt
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Re: New location Door issue Question

Post by BadLuckBurt »

Having just two models should be perfectly fine as the CustomDoor components should handle the entering / exiting transition and player placement. I'm still on a break but you'll probably have better luck posting the files of what you have so far, it's probably me that's going to have to take a look unless another coder decides to dive into this.

I've only ever implemented a custom door for a dungeon entrance and that's easier than the exterior / interior buildings since a dungeon block can only have 1 entrance. The setup should still be the same as far as the colliders go, I wouldn't be surprised if you're just missing one tiny thing somewhere but it's impossible to tell without being able to see how it is set up technically and test what happens when the door is activated.
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Magicono43
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Re: New location Door issue Question

Post by Magicono43 »

Doors scare me, so I'll say "Not it!", lol.

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Ninelan
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Re: New location Door issue Question

Post by Ninelan »

BadLuckBurt wrote: Mon Dec 26, 2022 7:29 pm I wouldn't be surprised if you're just missing one tiny thing somewhere but it's impossible to tell without being able to see how it is set up technically and test what happens when the door is activated.
In all fairness 9/10 that's usually the case.

I'm currently short on time before I have to leave so I can't provide a nicely tidied-up version from the unity editor. (And I'll be away from the computer for some 4 days before I can start testing again)(Weird timing to start working on the arena guild mod...)
But here is the access to the working files of the building and the last attempted used fbx exports.
https://drive.google.com/drive/folders/ ... sp=sharing
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BadLuckBurt
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Re: New location Door issue Question

Post by BadLuckBurt »

Ninelan wrote: Mon Dec 26, 2022 7:56 pm In all fairness 9/10 that's usually the case.

I'm currently short on time before I have to leave so I can't provide a nicely tidied-up version from the unity editor. (And I'll be away from the computer for some 4 days before I can start testing again)(Weird timing to start working on the arena guild mod...)
But here is the access to the working files of the building and the last attempted used fbx exports.
https://drive.google.com/drive/folders/ ... sp=sharing
Thanks, this should be everything I need, I'll probably return it in a mod setup once I figure out how it works. The door finding code seemed simple enough, as long as the exterior / interior mesh centers line up and the colliders are in place, it should 'just work' provided that the RMB json file that references these models is properly set up as well.
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