Re: [MOD] Distant Terrain
Posted: Sun Sep 27, 2020 9:20 am
on windows I cannot reproduce issues with this mod/settings combination - strange
Code: Select all
IndexOutOfRangeException: Index was outside the bounds of the array.
DistantTerrain.DistantTerrain.GenerateTerrainTransitionRing () (at <0f40b698e7b344e0884654b3cb984018>:0)
DistantTerrain.DistantTerrain.Update () (at <0f40b698e7b344e0884654b3cb984018>:0)
That looks normal for DT. It's just exaggerated when using IT because the terrain is so tall and diverse. The water thing is normal for DT too. It's a small price to pay for distant terrain being rendered so far. Unless someone can come up with a fix but I wouldn't call it a deal breaker in a game with Daggerfalls graphics.Daniel87 wrote: ↑Fri Apr 30, 2021 4:24 am Hi there. I was wondering if the "weird" texturing and look is due to something my own mod is changing or normal for DT:
The Terrain height looks blocky and the texturing of the distant terrain as well. It looks a bit like low res textures stretched over a mile of surface. Is this normal or due to my own mod/other mods? (see mod list and scripts I changed for more info)
The ocean distinctly looks different from the water closer to the player.
I am using:
Distant Terrain
Interesting Terrain
and my own Mod is implementing a different ITerrainTexturing and ITerrainNature as well as a custom TilemapTextureArrayTerrainMaterialProvider.
Wouldn't it be possible to increase the UV coordinates of the texture used for the distant terrain by a factor of 10 or 20 to create the same look despite having fewer vertices?Jarlyjarljarl wrote: ↑Sat May 01, 2021 3:55 am That looks normal for DT. It's just exaggerated when using IT because the terrain is so tall and diverse. The water thing is normal for DT too. It's a small price to pay for distant terrain being rendered so far. Unless someone can come up with a fix but I wouldn't call it a deal breaker in a game with Daggerfalls graphics.
And yes it's a low res texture being stretched over a large area. This is because the distant terrain is extremely low poly to save on performance. So the texture is just being stretched between very far apart vertices, of which there are like only 10 per mountain I think.
DT renders out to a terrain distance of 7 (or whatever the setting in DFU is +3?) I think, and then the rest is low poly convincing terrain extrapolated from the heightmap added into the background. There was some experimentation I think early on rendering terrain distance out to as far as 14? If I remember correctly but it was too heavy on performance.
Most likely, but I don't know how one would do that with mods in this game. I assume it uses coding to make the distant terrain model and not pre-baked models, and I'm terrible at any programming that isn't Visual Basic lol.Daniel87 wrote: ↑Sat May 01, 2021 11:24 amWouldn't it be possible to increase the UV coordinates of the texture used for the distant terrain by a factor of 10 or 20 to create the same look despite having fewer vertices?Jarlyjarljarl wrote: ↑Sat May 01, 2021 3:55 am That looks normal for DT. It's just exaggerated when using IT because the terrain is so tall and diverse. The water thing is normal for DT too. It's a small price to pay for distant terrain being rendered so far. Unless someone can come up with a fix but I wouldn't call it a deal breaker in a game with Daggerfalls graphics.
And yes it's a low res texture being stretched over a large area. This is because the distant terrain is extremely low poly to save on performance. So the texture is just being stretched between very far apart vertices, of which there are like only 10 per mountain I think.
DT renders out to a terrain distance of 7 (or whatever the setting in DFU is +3?) I think, and then the rest is low poly convincing terrain extrapolated from the heightmap added into the background. There was some experimentation I think early on rendering terrain distance out to as far as 14? If I remember correctly but it was too heavy on performance.