Wilderness Overhaul

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BadLuckBurt
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Re: Wilderness Overhaul

Post by BadLuckBurt »

Daniel87 wrote: Thu Feb 25, 2021 8:48 pm The tricky part is, figuring out the min and max height of terrains from a specific climate zone.
The starting height of a map pixel is determined by the heightmap, not the climate zone.

There is CalcAvgMaxHeightJob in the TerrainHelper.cs which sets the max height and the average height for a map pixel but I don't think there's a way to retrieve the min height atm. At present it seems that data is only used to smooth out location tiles. There's no reason the function couldn't be expanded to include the min height I think but maybe I'm unaware of certain issues.
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Daniel87
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Re: Wilderness Overhaul

Post by Daniel87 »

BadLuckBurt wrote: Thu Feb 25, 2021 9:03 pm
Daniel87 wrote: Thu Feb 25, 2021 8:48 pm The tricky part is, figuring out the min and max height of terrains from a specific climate zone.
The starting height of a map pixel is determined by the heightmap, not the climate zone.

There is CalcAvgMaxHeightJob in the TerrainHelper.cs which sets the max height and the average height for a map pixel but I don't think there's a way to retrieve the min height atm. At present it seems that data is only used to smooth out location tiles. There's no reason the function couldn't be expanded to include the min height I think but maybe I'm unaware of certain issues.
I tried the approach of using the whole MapPixels height value, but this will create sharp edges along the MapPixels borders. Now I am using the individual tiles height to decide the parameter for the noise. So far works pretty well :)

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BadLuckBurt
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Re: Wilderness Overhaul

Post by BadLuckBurt »

Daniel87 wrote: Thu Feb 25, 2021 9:06 pm Now I am using the individual tiles height to decide the parameter for the noise. So far works pretty well :)
Those are probably the most accurate heights you can get. I'm still looking forward to the release of this, I don't suppose you have a code repository for it online?
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
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Daniel87
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Re: Wilderness Overhaul

Post by Daniel87 »

I do :)

But currently, a lot is not working, since I commented it out to first finish the TerrainTexturing. And since I am a hobby coder, it might be spaghetti code and most likely can be done in easier and faster ways. ¯\_ (ツ)_/¯

https://github.com/Bl4ckh34d/daggerfall ... s-overhaul

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BadLuckBurt
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Re: Wilderness Overhaul

Post by BadLuckBurt »

Thanks for the link. My own code isn't any better but I'm curious about your approach, I can handle spaghetti code ;) I'll take a look over the weekend and probably pop back in with some questions.
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
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Midknightprince
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Re: Wilderness Overhaul

Post by Midknightprince »

The plot thickens..........
Check out my YouTube Channel!

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Daniel87
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Re: Wilderness Overhaul

Post by Daniel87 »

Hi everyone,

new update:

I got around to write a small function that checks the terrain of desert climates for local minima in the heightmap before tiling the ground with water.
This way I can make sure that an Oasis will only spawn at the locally lowest point in the terrain and not at a hill side or mountain top. Yay!

One huge problem still remains: I need to find a way of accessing the terrains slope within ITerrainTexturing.cs
Without it, my mod will not be compatible with Interesting Terrain and any other heightmap mod that is altering the original heightmap completely and also utilizes the terrain texturing. My mod will have to be placed after these mods so the texturing works properly, but then the mountains in Interesting Terrain look weird, as in that mod, steep slopes get textured with rock texture. Once I am able to access the slope, I can do the same and basically make them compatible with my mod. Texturing is essential as it tells the other script, where to place trees, rocks and flowers, etc.

As always, here some screenshots:
Spoiler!

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King of Worms
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Re: Wilderness Overhaul

Post by King of Worms »

Great progress. Dedication solves all the issues 😊

l3lessed
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Re: Wilderness Overhaul

Post by l3lessed »

I love it. Man, if we could only get rivers and creeks to generate properly.
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carademono
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Re: Wilderness Overhaul

Post by carademono »

How's this one coming along? I'm really excited for it!

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