Mesh Replacement guide .pdf

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Mesh Replacement Script
This guide has the purpose of explaining how to setup a build of Daggerfall
Unity capable of replacing vanilla Daggerfall models with new meshes imported
using a script written by Uncanny_Valley.
A preprequisite of this guide is a working installation on the Unity editor and a
clone of DU source code. Here you can found a tutorial on how to do that.

Part 1: exporting the mesh
When exporting your model from a modelling software you need to take a few
things in consideration:






Models exported from Daggerfall Modelling are forty times bigger than
they need to be in order to be used in Unity, so you need to scale them
down by 0.025.
Unity engine reads models as Y-up not Z-up. You can use this plugin for
blender to address this. Of course, remember to check also the origin of
models.
This script allows a 1:1 replacement of a mesh only. Your model can’t be
made by more than one part, nor you can use unity prefabs, it needs to
be a single mesh with less than 65,534 vertices. Unity supports different
formats, but exporting to .fbx is suggested.

Part 2: setting up the code
Once you have your copy of the source code, you simply need to download
Uncanny_Valley script (Here you can find an updated version), estract the .7z
package and overwrite the files inside daggerfall-unity-master.

Part 3: importing your model
1. Go to daggerfall-unity-master\Assets\Resources\Models and create a subfolder.
Rename it with the ID of the model and place the .xfb file inside. Your
model also need to be named after the ID.
2. Place the relative textures inside
daggerfall-unity-master\Assets\Resources\Textures. You need to do so even if you’re
using vanilla textures.
3. Now open Unity and let it import all the new files. When it’s done,
navigate to the model subfolder in the project window and create new
materials, one for each texture you need to use. Materials need to be
called ‘Material_x’, where x is a number starting from 0. For example, if you
have two textures you will create Material_0 and Material_1.

4. Link these new materials to the corrispective textures. You may need to
make a few tries to get the correct order. As an alternative, you can drag
your model in the scene view and assign to it the new materials. Doing
so, you will be able to check you assigned the right textures.

5. When you’re done, you can compile the project and look for your model
in-game.

F.A.Q.
Why the difference in scale?
Quoting MeshReader.cs:
// Using 1/40 scale (or * 0.025).
// True world scale is 1/39.37007874015748 (or * 0.0254). Basically conversion is inches (Daggerfall) to metres (Unity).
// 1/40 scale has been carefully chosen as it is close to true scale but requires less floating-point precision
// for tiling assets. It also produces numbers easier to remember for editor layouts and is easier to
// calculate manually (i.e. just divide by 40 to convert native units to Unity units).
// For example, an RMB block dimension is 4096 native units.
// 4096 / 40 = 102.4 (easy to remember for manual editor layouts, less precision required).
// 4096 * 0.0254 = 104.0384 (harder to remember for manual editor layouts, more precision required).
// This means world is slightly smaller over large distances (13107.2m error across entire map width).

I can see only terrain without any building in-game.
Please check your model has less than 65,534 vertices and it’s made of only
one part.


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