Hello,
First off, apologies if this is posted in the wrong place.
My name is Chris, I am composer with little to no experience in game design (further apologies for ignorance) and I am currently interested in testing an interactive/dynamic re-score of a Daggerfall dungeon for an MA project.
I was wondering if the community might have any tips that might save me time on the environmental construction?
I had thought I would have to design and build a dungeon myself within Unity from the individual textures, until I discovered the Daggerfall Workshop modeler, which made me think I might be able to import a dungeon wholesale, which of course you can't do with that program. Might there be a way to do this at all? Or to perhaps access larger pieces than the blocks exportable from DM?
Many thanks.
Importing dungeon into Unity standalone
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- Posts: 3
- Joined: Fri Dec 08, 2023 10:19 pm
Re: Importing dungeon into Unity standalone
So... I have managed to use the dumpblock command in DFU to create a JSOL that is accessible in Unity via the Daggerfall Tools WorldData Editor. Unfortunately the only data I appear to be able to view in the Unity hierarchy for the block is billboard data.
I understand this could be due to my inexperience with Unity, which I shall have to get to know better. In the meantime I'll share my progress thus far just incase someone stumbles across this and fancies wading in.
Many thanks.
I understand this could be due to my inexperience with Unity, which I shall have to get to know better. In the meantime I'll share my progress thus far just incase someone stumbles across this and fancies wading in.
Many thanks.
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- Posts: 3
- Joined: Fri Dec 08, 2023 10:19 pm
Re: Importing dungeon into Unity standalone
Alright. So, I've got the starting block for Privateer's Hold loaded up in Unity and have managed to move some scenery which has translated into the DFU world. Huzzah. So far, so good. I figure perhaps I could run my demo of the re-score within DFU in the starting Dungeon... but alas, I should have realised that audio is not linked to individual blocks.
Will it be possible to implement a dynamic (layered) soundtrack for privateer's hold into Unity from a program such as Wwise, that could be implemented as a mod? For example, I have seen that numidium3rd on Nexus has managed to create a "battle" music (& custom playlists) mod, though I realise this is perhaps more attainable due to the global nature of encounters.
Or would it be possible to essentially build a "new game" in Unity using the DFU source project that consists of just Privateer's Hold w/ adaptable score? I understand that DFU's leveraging of the OG might make this more difficult, but perhaps there's a way to script it to run to a custom song player that reacts to triggers instead? Could this even be done by editing a script for the dungeon category across DFU generally?
Many thanks.
Will it be possible to implement a dynamic (layered) soundtrack for privateer's hold into Unity from a program such as Wwise, that could be implemented as a mod? For example, I have seen that numidium3rd on Nexus has managed to create a "battle" music (& custom playlists) mod, though I realise this is perhaps more attainable due to the global nature of encounters.
Or would it be possible to essentially build a "new game" in Unity using the DFU source project that consists of just Privateer's Hold w/ adaptable score? I understand that DFU's leveraging of the OG might make this more difficult, but perhaps there's a way to script it to run to a custom song player that reacts to triggers instead? Could this even be done by editing a script for the dungeon category across DFU generally?
Many thanks.