Jarlyjarljarl wrote: ↑Wed May 12, 2021 1:47 pm
Hazelnut wrote: ↑Wed May 12, 2021 11:06 am
Where is the code located? I can take a look and see what may be breaking basic roads.
The code is over here: http://forums.dfworkshop.net/viewtopic. ... 1d333efa90
I've already compiled the fix but never got around to uploading it to the nexus or asking Daniel if he was okay with that. The only issue with it is that it gets rid of the rocky tiling texture IT adds to very steep slopes. I believe Daniel has solved this issue with one of his bits of code for his wilderness mod?
Anyways to fix the issue just compile a new mod with those scripts and place the mod below IT.
Okay now I am confused. This code is simply the standard DFU terrain texturing class renamed to ITTerrainTexturing and some change to the ocean level check. It's absolutely nothing like the Interesting Terrain class from here https://github.com/monobelisk/DFUnity-I ... exturer.cs
I think the ocean thing has been solved now by Freak2121 and ensuring the ocean level matches the heights generated sound like the right solution to me.
As far as I can tell Freak2121 has released an updated version of the Interesting Terrains mod from monobelisk called Interesting Eroded Terrain. What I was after was the github link for this code, but for now I'll simply use monobelisk's repo.
EDIT: I found it since it was forked from mono's.
Very good, guess I should have checked that first.
I need to figure out if a solution can be found for this so basic roads can work with this as well as Daniel87's wilderness overhaul. The issue here is that I created a custom terrain texturer that paints the roads on the terrain as it's being textured... for ultimate efficiency.
I will take a look and create a new thread for discussing approaches, once I have more than zero...
My initial thought is to provide some way for other terrain texturing mods to interface with mine to be able to paint roads. (or magic, mumbles...)