[MOD] Interesting Terrains [WIP]

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BadLuckBurt
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Re: [MOD] Interesting Terrains [WIP]

Post by BadLuckBurt »

King of Worms wrote: Mon Apr 12, 2021 11:50 am I just hope this is not abandoned. Btw, does the mod have some open source on git or anything, incase its really abandoned?
It's in the original post but easy to miss:

https://github.com/monobelisk/DFUnity-I ... ngTerrains
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

Jarlyjarljarl
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Re: [MOD] Interesting Terrains [WIP]

Post by Jarlyjarljarl »

Sadly this removes all oceans and lakes from the game.

Jarlyjarljarl
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Re: [MOD] Interesting Terrains [WIP]

Post by Jarlyjarljarl »

From what I can tell, the no ocean issue in Windows is a new error caused in 0.5.2? I can see 0.5.1 in the github but I'm not sure how to build it into a .dfmod file to be used ant the Nexus only has 0.5.2 available.

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King of Worms
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Re: [MOD] Interesting Terrains [WIP]

Post by King of Worms »

This is so far the best terrain sampler for DFU, its a shame the last 5% were not finished and thus its hardly usable because it bugs out water. Good think is the code is open, thanks for the link BadLuckBurt

Jarlyjarljarl
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Re: [MOD] Interesting Terrains [WIP]

Post by Jarlyjarljarl »

Okay so I figured out how to compile the source and tried 0.5.1. Sadly the water issue remains. I'm not sure what the issue with the mod is tbh because earlier builds that I tried (0.4.2) worked and had water, but the locations are messed up (buildings floating in the air) and it doesn't work well with Basic Roads. Interestingly, 0.5.1 also looks better than 0.5.2 in that it works better with Basic Roads.

This mod likely only needs a few tiny fixes and it would be perfect. I'm a complete noob at Unity editing though and the scripts in 0.5.1 (don't know about 0.5.2) don't function with the newest versions of DFU when compiling it. I had to download 0.10.27 of DFU in order to actually compile the mod, which works when placed in the newest DFU but like I said earlier, still no oceans or lakes.

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Daniel87
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Re: [MOD] Interesting Terrains [WIP]

Post by Daniel87 »

Jarlyjarljarl wrote: Mon Apr 19, 2021 1:39 pm Okay so I figured out how to compile the source and tried 0.5.1. Sadly the water issue remains. I'm not sure what the issue with the mod is tbh because earlier builds that I tried (0.4.2) worked and had water, but the locations are messed up (buildings floating in the air) and it doesn't work well with Basic Roads. Interestingly, 0.5.1 also looks better than 0.5.2 in that it works better with Basic Roads.

This mod likely only needs a few tiny fixes and it would be perfect. I'm a complete noob at Unity editing though and the scripts in 0.5.1 (don't know about 0.5.2) don't function with the newest versions of DFU when compiling it. I had to download 0.10.27 of DFU in order to actually compile the mod, which works when placed in the newest DFU but like I said earlier, still no oceans or lakes.
By any chance, do you have an idea how in his mod the steep mountain sides were textured with rock?
Trying to achieve the same, so my mod can be used in conjunction with this one, but can't understand how he did it, even after looking at the GitHub Source

Jarlyjarljarl
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Joined: Sat Aug 01, 2020 6:37 am

Re: [MOD] Interesting Terrains [WIP]

Post by Jarlyjarljarl »

Daniel87 wrote: Mon Apr 19, 2021 2:06 pm By any chance, do you have an idea how in his mod the steep mountain sides were textured with rock?
Trying to achieve the same, so my mod can be used in conjunction with this one, but can't understand how he did it, even after looking at the GitHub Source
I have no idea sadly. I've never even touched Unity before today. All I've managed to do is open the editor, open the mod and then hit Build Mod lol. It's been like... 8 years since I've touched a Game Editor so I'm out of practice even with the universal basics.

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BadLuckBurt
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Re: [MOD] Interesting Terrains [WIP]

Post by BadLuckBurt »

Daniel87 wrote: Mon Apr 19, 2021 2:06 pm By any chance, do you have an idea how in his mod the steep mountain sides were textured with rock?
Trying to achieve the same, so my mod can be used in conjunction with this one, but can't understand how he did it, even after looking at the GitHub Source
He has offloaded the texturing to the GPU if I recall correctly. It's being done in this shader:

https://github.com/monobelisk/DFUnity-I ... er.compute

The code below line 522 is where it determines wether it should use rock and on line 468 he gets the necessary samples to determine the steepness. That's as far as I understand his approach, not much help I know but hopefully this points you in the right direction.
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

Jarlyjarljarl
Posts: 52
Joined: Sat Aug 01, 2020 6:37 am

Re: [MOD] Interesting Terrains [WIP]

Post by Jarlyjarljarl »

Here's hoping someone can figure out how to make this work. I don't imagine it would require much change to be fixed as earlier versions had oceans and lakes and Distant Terrain shows that the ocean floor is at the correct level for water to appear.

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Daniel87
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Re: [MOD] Interesting Terrains [WIP]

Post by Daniel87 »

BadLuckBurt wrote: Mon Apr 19, 2021 5:03 pm
Daniel87 wrote: Mon Apr 19, 2021 2:06 pm By any chance, do you have an idea how in his mod the steep mountain sides were textured with rock?
Trying to achieve the same, so my mod can be used in conjunction with this one, but can't understand how he did it, even after looking at the GitHub Source
He has offloaded the texturing to the GPU if I recall correctly. It's being done in this shader:

https://github.com/monobelisk/DFUnity-I ... er.compute

The code below line 522 is where it determines wether it should use rock and on line 468 he gets the necessary samples to determine the steepness. That's as far as I understand his approach, not much help I know but hopefully this points you in the right direction.
Nice! Thank you for the hint! I might just use his method of comparing to neighbouring vertices to calculate the steepness on demand via CPU rathern than using the Terrain.GetSteepness() method as it's done in the original DFU code.

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