[Idea] The elephant in the room: rivers.

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
Jarlyjarljarl
Posts: 47
Joined: Sat Aug 01, 2020 6:37 am

Re: [Idea] The elephant in the room: rivers.

Post by Jarlyjarljarl »

The mod author of Eroded and Enhanced Terrain created his mod with a realistic terrain generator and this came with a rivers map that would work with his mod, provided someone used that map to actually make rivers (which is beyond his skillset).

Mod is here:
http://forums.dfworkshop.net/viewtopic.php?t=4431

The rivers map is here:
Https://m.imgur.com/rNFn6Zl

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Daniel87
Posts: 246
Joined: Thu Nov 28, 2019 6:25 pm

Re: [Idea] The elephant in the room: rivers.

Post by Daniel87 »

luccas. wrote: Fri Mar 26, 2021 10:51 am I feel like most people who've played Daggerfall have noticed this: why there are no rivers? Where are all the lakes? I was really excited when the roads mod was released, but there is still something missing. The map as is still feels quite barren without rivers/bodies of water, so a mod for it would be appreciated. I am already creating another mod, but I still have no clue how to change the game's map so drastically so as to add them, but everything is possible in Unity. Either way, a mod like that would definitely make the game feel more complete and feel 'just right'.
You can just take Interesting Terrain. It has the best height maps from all mods and is on GitHub, so it will be easy to add your algorithm for rivers into the mix. Then just reexport as a different mod and ask the original creator if he is fine with it and for sure add that this is his mod and you just added a little somthing. I then can add water plants to my Wilderness Overhaul mod and Real Grass will also shine like a jewel with its beautiful water plants.
It will blow you away, I promise.

So my offer: You give me rivers, I give you a beautiful landscape with real forests + rivers :D

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Daniel87
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Joined: Thu Nov 28, 2019 6:25 pm

Re: [Idea] The elephant in the room: rivers.

Post by Daniel87 »

l3lessed wrote: Mon Mar 29, 2021 10:59 pm I think Daniel could shed some light on this and how it works in terrain generation. From his post though, it seems water can be generated above a set water level. It would make sense to me, water is merely a tile right now and nothing else. I imagine the water level setting was put in to ensure water always generated at sea level because they didn't have time/resources to develop a more intricate water generation system that didn't look wonky as hell on original DF release. So, force all water to spawn at set sea level and avoid all the wonky generation issues and mounds of code to work around it.

If I'm understanding the below post correctly, Daniel has already made water spawn on top of hill sides and mountains.

Code: Select all

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!
If that is the case, could some one take his work from there, and get rivers to spawn from water/lakes created on mountain tops and large hills using terrain generation data to find the lowest points from said water source and laydown water from there keeping it searching and dropping the water on the next lowest point until a river was formed? The other issue is, how will the river know where to dump into? tribitary system are actually very complicated with many smaller sources leading into the rivers and streams we know before they go into the ocean.
Yes, basically what I did was to compare neighbouring tiles by their height in a 4x4 grid or 5x5 grid and find the lowest point. If there was one, this tile will get water asigned as tile type.

The terrain texturing later does the rest.

There might be cases, where there already are rivers in the terrain (by example Interesting Terrain, which I will recommend to use in conjunction with my mod) and where an algorithm just needs to check for the lowest point, paint it as water, take the next neighbour with lowest altitude, paint it water, etc.

I will give this a quick shot now and let you know what I came up with.

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