Textures

General

Textures can be easily imported at runtime, in a similar way to  recent TES games,  placing files (in .png format) inside StreamingAssets\Textures.

The name of the texture sould be archive_record-frame.png, for example 9_1-0.png. If you aren’t familiar with daggerfall naming, the first number is the name of the package where textures are stored (ARCHIVE.XXX, ARCHIVE.009 in our example), the second number indicates this is the n texture of the archive (1 means is the second one), and the third number is the frame, used only for animated billboards. Textures for static models always have frame – 0.

You can also release optional bump maps (archive_record-frame_Normal.png, for example 9_1-0_Normal.png), and if you release textures with illuminated surfaces (like a wall with a window) you need to create emission maps (archive_record-frame_Emission.png). This is not necessary if the emission surface is the whole texture (lamps, etc.).

archive_record-frame_MetallicGloss.png is for MetallicGloss maps, alternatively you can use an xml file to edit Metallic and Smoothness parameters.

archive_record-0.xml

<?xml version=”1.0″?>
<properties>
<metallic>0.5</metallic>
<smoothness>0.5</smoothness>
</properties>

.IMG, .CIF and .RCI

UI and inventory images are handled in a more specific way:

  • .IMGs
    filename.png (ex: MAP100I0.IMG.png) in StreamingAssets\Textures\img
  • .CIFs and .RCIs
    filename_record-frame.png (ex: INVE16I0.CIF_3-0.png) in StreamingAssets\Textures\cif

Background images

Images used as background in the inventory and charachter window (SCBG0*.IMG) need to be provided without the frame, as the one seen in game is the frame on the main texture for each of the two windows (INFO00I0.IMG and INVE00I0.IMG).

First Person Weapons

Weapons used by the player have several variations for different kinds of metal. Vanilla textures use a color tint to achieve this; when importing custom textures, we use entirely different images.

WEAPON**.CIF-Record-Frame_metalTag.png

  • metalTag, original color
  1. Iron, Grey
  2. Steel, Light grey
  3. Chain, Silver
  4. Silver, Silver
  5. Elven,
  6. Dwarven, Yellow
  7. Mithril, Blue
  8. Adamantium, Dark grey
  9. Ebony, Black
  10. Orcish, Green
  11. Daedric, Red

Ex: WEAPON04.CIF_0-0.Png for Iron –> WEAPON04.CIF_0-0_Iron.Png

Some weapons (like hands and feet) don’t have metal type variations, so they use the usual WEAPON**.CIF_Record-Frame.png

Look here for the complete list of weapons.

HUD and UI elements

Certain UI images need additional informations. These are provided using .xml files, each one with the same name as the texture file it refers to and placed in the same folder. width and height parameters affect the size on screen. Here are provided the defaults values, but it’s possible to customize them.

  • HUD Compass
    COMPASS.IMG.xml

<?xml version=”1.0″?>
<info>
<width>322</width>
<height>14</height>
</info>

  • COMPBOX.IMG.xml

<?xml version=”1.0″?>
<info>
<width>69</width>
<height>17</height>
</info>

  • Crosshair
    Crosshair.png and Crosshair.xml in StreamingAssets\Textures

<?xml version=”1.0″?>
<info>
<width>22</width>
<height>22</height>
</info>

Daggerfall Unity UI

Save Manager

It is possible to customize the window interface used to load saves, placing custom textures inside StreamingAssets\Textures.

While it is not required for swapping texture images, it is possible to use xml files to customize the labes of buttons.

  • Change text color

<?xml version=”1.0″?>
<info>
<customtext>true</customtext>
<r>0.8</r>
<g>0.1</g>
<b>0.1</b>
<a>1.0</a>
</info>

  • Remove text (to draw text on texture)

<?xml version=”1.0″?>
<info>
<customtext>notext</customtext>
</info>

Billboards

Interiors

It is currently possible to replace billboards (sprites) textures only in interiors, dungeons and fixed locations (towns). Texture replacement for billboards support animations (you can have as many frames as you want, even more or less than vanilla) and emission maps.

For more informations read this topic on forums.