(Vibrant) Terrain Flats

Show off your mod creations or just a work in progress.
Hicks233
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Re: Terrain Flats

Postby Hicks233 » Fri Jul 28, 2017 8:20 pm

jman0war wrote:It's ok the terrain flats are not fully modable as yet.
You can only get the trees that are within town tiles to display.
And even at that i get a crash to desktop pretty regularly and sometimes the trees just refuse to display.

But i don't think that's a good enough reason to deter the effort of making them.
Someday they will be in the game, just maybe not yet.


That'll explain it then! Thank you for the help though.
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jman0war
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Re: Terrain Flats

Postby jman0war » Mon Jul 31, 2017 4:21 pm

504_18

Image

That's the last of the 504.TemperateWoodland Set : https://1drv.ms/u/s!An4TIiBt2x9fgXca8nxRFQWzVfmD
Will update the first post of this thread.
Last edited by jman0war on Tue Aug 01, 2017 12:10 pm, edited 2 times in total.
some of my Daggerfall work can be found here: http://www.thehungryartist.com/games.html
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King of Worms
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Re: Terrain Flats

Postby King of Worms » Tue Aug 01, 2017 8:57 am

Hi, the download link is just a one 35kb picture
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jman0war
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Re: Terrain Flats

Postby jman0war » Tue Aug 01, 2017 12:11 pm

King of Worms wrote:Hi, the download link is just a one 35kb picture

Sorry about that!
Should be fixed now.
some of my Daggerfall work can be found here: http://www.thehungryartist.com/games.html
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King of Worms
Posts: 140
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Re: Terrain Flats

Postby King of Worms » Wed Aug 02, 2017 8:56 am

Yes its working now, those new flats are looking very nice indeed, thanks!
Narf the Mouse
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Re: Terrain Flats

Postby Narf the Mouse » Wed Aug 02, 2017 10:22 pm

I guess you could say these flats are looking...

...sharp.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.
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jman0war
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Re: Terrain Flats

Postby jman0war » Wed Aug 02, 2017 11:48 pm

if they 'sharp' in game it's because um, bilinear filtering is not enbabled, or something like that.
Basically the rendering engine is setup for retro pixelated textures and not soft edges.

There's an explanation and examples here:
viewtopic.php?f=14&t=432&start=70#p4762
some of my Daggerfall work can be found here: http://www.thehungryartist.com/games.html
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jman0war
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Re: Terrain Flats

Postby jman0war » Sat Aug 12, 2017 8:33 pm

505_12
It's a wacky looking tree, but has always been one of my favs.

Image
some of my Daggerfall work can be found here: http://www.thehungryartist.com/games.html
Narf the Mouse
Posts: 322
Joined: Mon Nov 30, 2015 6:32 pm

Re: Terrain Flats

Postby Narf the Mouse » Sun Aug 13, 2017 12:23 am

jman0war wrote:if they 'sharp' in game it's because um, bilinear filtering is not enbabled, or something like that.
Basically the rendering engine is setup for retro pixelated textures and not soft edges.

There's an explanation and examples here:
viewtopic.php?f=14&t=432&start=70#p4762

...So anyway,
http://www.dictionary.com/browse/sharp Stylish; of the latest and most sophisticated sort : He wore bow ties and sharp suits (1940+ Jive talk)

...maybe I shouldn't use slang that most people probably won't recognize. Heh.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.
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Jay_H
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Joined: Tue Aug 25, 2015 1:54 am

Re: Terrain Flats

Postby Jay_H » Sun Aug 13, 2017 1:05 am

You were using double entendre, don't worry about it ;)
Come give your feedback on the ideas in my general thread, and share your DFU characters in the character thread.
Quest-writing tutorial here. Guide for new Daggerfall players here. Daggerfall Mechanics thread here.

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