Search found 4 matches

by BadLuckBurt
Wed Nov 08, 2017 10:49 am
Forum: Modder Discussion
Topic: High Fidelity/Eroded Terrain
Replies: 47
Views: 9494

Re: High Fidelity/Eroded Terrain

I have created three different versions of the noise map without the grid. They all yield something reminiscent of the vanilla Daggerfall terrain but I'm missing the local noise from the engine and the horizontal scale is 164 meters. Follow the link below to find the images and the equations I used....
by BadLuckBurt
Mon Nov 06, 2017 7:06 pm
Forum: Community
Topic: I interviewed Julian LeFay last week
Replies: 28
Views: 4075

Re: I interviewed Julian LeFay last week

That was one of the best interviews I've ever watched in my life, truely inspiring :) You've made a lot of DF fans happy I think.

Will keep track of the AMA too, no burning questions on my part but it should be a great read.
by BadLuckBurt
Mon Nov 06, 2017 1:23 am
Forum: General
Topic: Questions about further additions to terrain generation
Replies: 12
Views: 2552

Re: Questions about further additions to terrain generation

this is a good question. From a practical point of view 4000 meters might be a good max value. what I found out when I did tests with terrain and height map of vanilla daggerfall is that it uses exponential scale for heights (see this thread: http://forums.dfworkshop.net/viewtopic.php?f=14&t=10). B...
by BadLuckBurt
Sun Nov 05, 2017 9:04 pm
Forum: General
Topic: Questions about further additions to terrain generation
Replies: 12
Views: 2552

Re: Questions about further additions to terrain generation

Hi, I've been messing around with the 1000x500 heightfield in L3DT. You're probably familiar with the FiryWoods and WLDthing tools, I extracted the map using that. One of those tools also puts out a 1000x500 noise map (8-bit unfortunately) and I merged the heightmap with the noise using Darken in Ph...