High Fidelity/Eroded Terrain
Posted: Fri Sep 08, 2017 6:34 am
Back in the DaggerXL days, Lucius and I were talking of ways in which to improve the terrain in Daggerfall, as the heightmap is very primitive and blurry. Lucius talked of upscaling and then running the map through multiple passes of erosion, I think around 50m/px which is fantastic compared to the current 800m/px heightmap, and then generating any smaller details of the terrain procedurally.
Anyway, about a year (or two?) ago, I chopped up select portions of the map in Daggerfall, did exactly what Lucius said he wanted to do, and rendered them out. These were the results:
Isle of Balfierra:
Direnni Peak with MSPaint tower:
Betony:
Wrothgarian Mountains:
Dragontail Mountains:
Just for kicks, eroded Dragontail Mountains at 800m/px:
and a view near ground level:
Apologies for the large pictures, I may need to get around to making thumbnails for them.
I'm wondering if DF Unity has the capability of using much higher fidelity heightmaps at this point? I have close to zero knowledge of programming, so I wouldn't really be able to do much myself. Off the top of my head I can think of major changes needed to either the terrain generation or the placement of locations in order to not have weird cliff cities and whatnot.
Anyway, about a year (or two?) ago, I chopped up select portions of the map in Daggerfall, did exactly what Lucius said he wanted to do, and rendered them out. These were the results:
Isle of Balfierra:
Direnni Peak with MSPaint tower:
Betony:
Wrothgarian Mountains:
Dragontail Mountains:
Just for kicks, eroded Dragontail Mountains at 800m/px:
and a view near ground level:
Apologies for the large pictures, I may need to get around to making thumbnails for them.
I'm wondering if DF Unity has the capability of using much higher fidelity heightmaps at this point? I have close to zero knowledge of programming, so I wouldn't really be able to do much myself. Off the top of my head I can think of major changes needed to either the terrain generation or the placement of locations in order to not have weird cliff cities and whatnot.