This mod looks great, and I like how it takes the pixel art of the original game and makes everything seem painted, with the original textures vauge patterns so it doesnt feel new, just a higher resolution, however some things like the bolts on doors for instance look really ai, if I can I'd like to help make those things look nicer for a update (as I kinda have been a bit for my own personal use).
Not 100% certain, but I believe this mod overrides the Realtime Reflections mod. From the looks of things, it returns all shiny surfaces back to their former state, just upscaled. Just thought I'd bring it up.
edit- Never mind. Tried disabling it to see if that would fix it, but the water is still matte. My mistake.7
Hey, I am using the mod on Linux mint. A lot of the textures are blocked out. Some reveal themselves a little when you take a light source to them but others don't. Maybe I have configured some of the unity settings wrong? any assistance Is much appreciated.
Sorry it's taken me so long to respond. Unfortunately, I haven't had time to work on this mod in a long time, and I probably won't be able to again for the foreseeable future.
I've posted all the original assets here if anyone wants to pick up the torch and take this to the next level and fix some bugs: Pure Vanilla Extract in DFU forums
I have a feeling that the shaders need to be recompiled since the newer versions of DFU are in Unity 2019.
When I try installing this on Mac, all of the world textures turn solid pink. If I have Hand Painted Models on, the models show up on top of the pink surfaces, but it's not due to a conflict, as I get the pink world even if PVE is the only mod I have loaded. Do you have any ideas what's going on?
I haven't compiled an official Linux version, but since there aren't any scripts in this mod, I think the Windows version should work on Linux. Would you mind testing?
I've noticed that there is 1 dungeon texture that still looks like the original https://imgur.com/a/9xFnjUF Is it one of the textures you're still working on?
Oh, actually I thought that texture was already completed. There must be some variation of that texture that I missed.
If you ever get a chance, look through the original Daggerfall texture files. There's a whole bunch of textures in there that are straight duplicates of each other. Some of these duplicates are just used in a few unique locations and some of the duplicates are never used at all.
Anyhow, I'll look into it when I have time and see if I can trace down which record that is and get it fixed.
Also, looking at that floor texture in your screenshot, it appears that you're playing with point filtering on. Some of my older heighmap textures used reeeeeeaaaaaly low resolution heightmaps to save some memory and they make the material look kind of strange if you don't play with bilinear or trilinear filtering on. I believe this is the "main filter" setting in the advanced video settings menu.
40 comments
This mod looks great, and I like how it takes the pixel art of the original game and makes everything seem painted, with the original textures vauge patterns so it doesnt feel new, just a higher resolution, however some things like the bolts on doors for instance look really ai, if I can I'd like to help make those things look nicer for a update (as I kinda have been a bit for my own personal use).
edit- Never mind. Tried disabling it to see if that would fix it, but the water is still matte. My mistake.7
here is an example:
https://imgur.com/a/I5Mlcfr
I've posted all the original assets here if anyone wants to pick up the torch and take this to the next level and fix some bugs: Pure Vanilla Extract in DFU forums
I have a feeling that the shaders need to be recompiled since the newer versions of DFU are in Unity 2019.
Is it one of the textures you're still working on?
If you ever get a chance, look through the original Daggerfall texture files. There's a whole bunch of textures in there that are straight duplicates of each other. Some of these duplicates are just used in a few unique locations and some of the duplicates are never used at all.
Anyhow, I'll look into it when I have time and see if I can trace down which record that is and get it fixed.
Also, looking at that floor texture in your screenshot, it appears that you're playing with point filtering on. Some of my older heighmap textures used reeeeeeaaaaaly low resolution heightmaps to save some memory and they make the material look kind of strange if you don't play with bilinear or trilinear filtering on. I believe this is the "main filter" setting in the advanced video settings menu.