[MOD] Distant Terrain
-
- Posts: 11
- Joined: Wed Jun 10, 2020 12:27 pm
Re: [MOD] Distant Terrain
Hmm, it seems that because DFU has a different save structure so that Eye of Argonia doesn't recognize it...
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: [MOD] Distant Terrain
More importantly, Eye of Argonia is not relevant because Daggerfall Unity doesn't use the 3D engine of classic Daggerfall, so anything tweaking the settings specific to the old engine isn't.
But the best view distance you can extract from the classic engine with Eye of Argonia is dwarfed by the view distance you can get from the Unity engine (and hardware accelerated 3D), even without mods:
(without Eye of Argonia, you get 3 city wall arches on the right instead of 4)
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
-
- Posts: 11
- Joined: Wed Jun 10, 2020 12:27 pm
Re: [MOD] Distant Terrain
Thank you for the explanation. That really helps =)pango wrote: ↑Wed Jun 10, 2020 11:33 pmMore importantly, Eye of Argonia is not relevant because Daggerfall Unity doesn't use the 3D engine of classic Daggerfall, so anything tweaking the settings specific to the old engine isn't.
But the best view distance you can extract from the classic engine with Eye of Argonia is dwarfed by the view distance you can get from the Unity engine (and hardware accelerated 3D), even without mods:
Iliac bay from Dagerfall city walls - classic eye of argonia.jpg
(without Eye of Argonia, you get 3 city wall arches on the right instead of 4)
Iliac bay from Dagerfall city walls - daggerfall unity plain.jpg
Iliac bay from Dagerfall city walls - daggerfall unity distant terrain.jpg
- sollrakc
- Posts: 6
- Joined: Thu Jun 11, 2020 9:14 am
Re: [MOD] Distant Terrain
Hello!
I'd like to know if there's a way to turn off the distant terrain part? I love the new terrain with improved heightmaps but I also prefer the foggy effect produced with the default limited view distance setting, as it fits much better with the classic skybox and retro modes.
I just now realized the irony of asking how to turn off the feature that the mod is named after.
I'd like to know if there's a way to turn off the distant terrain part? I love the new terrain with improved heightmaps but I also prefer the foggy effect produced with the default limited view distance setting, as it fits much better with the classic skybox and retro modes.
I just now realized the irony of asking how to turn off the feature that the mod is named after.
- haloterm
- Posts: 391
- Joined: Sat Feb 16, 2019 5:21 am
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: [MOD] Distant Terrain
Just for cross-reference, there's an issue between this mod and the Telescope mod because it can change the main camera settings (mainly FieldOfView, I suppose):
viewtopic.php?f=27&t=3403&start=10#p40487
viewtopic.php?f=27&t=3403&start=10#p40487
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: [MOD] Distant Terrain
cleanest way I guess would be if we have a fov setter function in dfunity core which raises an event when fov gets changed. This way mods don't need to know from each other and can change fov/react to fov changes without having to permanently poll for changed fov settings.pango wrote: ↑Fri Jun 12, 2020 12:53 pm Just for cross-reference, there's an issue between this mod and the Telescope mod because it can change the main camera settings (mainly FieldOfView, I suppose):
viewtopic.php?f=27&t=3403&start=10#p40487
What do you think?
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: [MOD] Distant Terrain
Well, I made a PoC that just copies the FoV from the main camera, just like we already mirror main camera's position and rotation, and it seems to work.
I agree that an event OnMainCameraParameterChange or whatever could be a little bit more efficient for parameters that only seldom change, but is it required (say, would it be somehow more reliable or improve modularity)? I don't know
I agree that an event OnMainCameraParameterChange or whatever could be a little bit more efficient for parameters that only seldom change, but is it required (say, would it be somehow more reliable or improve modularity)? I don't know
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
-
- Posts: 11
- Joined: Sun Jul 12, 2020 12:33 am
Re: [MOD] Distant Terrain
If maxed out can this mod together with KoW Dream consume more than 16gb of ram? Because i checked today and i was using 15gb + 12 gb of life paging i noticed allocated on my ssd. Distant land set to 4 in Advanced.
- King of Worms
- Posts: 4755
- Joined: Mon Oct 17, 2016 11:18 pm
- Location: Scourg Barrow (CZ)
- Contact:
Re: [MOD] Distant Terrain
I dont think so, I never went over 10gb ever
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