[MOD] Distant Terrain
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Project "Increased Terrain Distance"
just realized that the "exclude far pixels" option in GlobalFog script should only be enabled when FarTerrain mod is active - otherwise fog will look incorrectly.
- Biboran
- Posts: 277
- Joined: Thu Jun 25, 2015 8:26 pm
Re: Project "Increased Terrain Distance"
Hey, Nystul may you make an option or version of mod like early ones versions or something like that, where landscape polygonal, without smooth?
Like on this screenshot, if this yours of course...
Like on this screenshot, if this yours of course...
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- x2kth7iq.png (52.93 KiB) Viewed 4400 times
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Project "Increased Terrain Distance"
This is mine yes and this is from vanilla df, no mods required, this is how vanilla df works. Just use the old tool for modifying the woods file (the detail height data) and in the 5x5 array for heights for a worldmap location set all values to zero except the middle pixel which you need to set to max value, then you end up with this behavior
- Biboran
- Posts: 277
- Joined: Thu Jun 25, 2015 8:26 pm
Re: Project "Increased Terrain Distance"
Sorry, I dummie in it. So it basicly can be maided only on one point? It not possible to make same landscape on unity using in-game high-map?
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Project "Increased Terrain Distance"
it is possible to make it for the whole landscape!
Just to make it clear: this screenshot was made in vanilla daggerfall and the tool mentioned is only for vanilla daggerfall. The tool is FiryWoods v0.3 which can be found here: http://en.uesp.net/wiki/Daggerfall:Files
there a different mechanisms if you want to achieve the same in daggerfall-unity
Just to make it clear: this screenshot was made in vanilla daggerfall and the tool mentioned is only for vanilla daggerfall. The tool is FiryWoods v0.3 which can be found here: http://en.uesp.net/wiki/Daggerfall:Files
there a different mechanisms if you want to achieve the same in daggerfall-unity
- Biboran
- Posts: 277
- Joined: Thu Jun 25, 2015 8:26 pm
Re: Project "Increased Terrain Distance"
Okay, thanks.
If someone got time, it be nice to allow option of that polygonal landscape and ability to change draw distance and after that your mod may be added not as mod, but as native options for DU, it will be totaly awesome
If someone got time, it be nice to allow option of that polygonal landscape and ability to change draw distance and after that your mod may be added not as mod, but as native options for DU, it will be totaly awesome
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Project "Increased Terrain Distance"
Distant Terrain mod is now available as standalone mod using the new mod system:
get it from this thread:
viewtopic.php?f=22&t=456&p=4541#p4541
get it from this thread:
viewtopic.php?f=22&t=456&p=4541#p4541
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: Project "Increased Terrain Distance"
working on texture arrays for terrain tiles lately - no texture bleeding is one benefit of it
- King of Worms
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Re: Project "Increased Terrain Distance"
Looking very good!
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
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- Posts: 833
- Joined: Mon Nov 30, 2015 6:32 pm
Re: Project "Increased Terrain Distance"
I can almost see the procedurally-generated rivers and roads...
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.