Wilderness Overhaul

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Daniel87
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Re: Wilderness Overhaul

Post by Daniel87 »

King of Worms wrote: Thu Apr 15, 2021 6:43 pm Well I had some immersion idea but its not particle based.

In desert, the hot shimmering air effect at the distance. I saw it in even some older games like Call of Juarez 😊
I might give that a try, but not sure how it's done best.

Update:

Woodlands:
- Adjusted Woodland texturing
- Fixed placement bug of fireflies
- Added schools of bushes in forests and on grass land
- Added lots and lots of bushes
- Changed tree composition of forests (added in the dead trees and stones)
- Removed clutter from beaches and decreased beach line
- Removed any kind of vegetation from dirt tiles to create empty spaces in low-laying landscapes
- Added Max. Slope for vegetation

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Daniel87
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Re: Wilderness Overhaul

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Hey everyone.

If anyone here is understanding how to create terrain tile transitions and would be willing to help me with that aspect of my script, I would love to have you join me in making this mode together and be part of the credits of course.
Spoiler!
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I could imagine the game looking great once the mod is finished and the terrain transitions between different tiles is fixed. That's how it looks right now.
Next I will address the seams between MapPixels and the wrong distribution of textures (it has to do with me using Mountains and Hills Mod for heightmap and now testing it with Interesting Terrain, where maxHeight seems to be different, causing this issue. I might write a fix for that in the future)

So again, if you know how to work with those cursed ByteArrays for the tile textures, consider yourself hired, if you are willing to help me fix the issue!
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l3lessed
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Re: Wilderness Overhaul

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Man, this is looking amazing every time you drop an update.
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Daniel87
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Re: Wilderness Overhaul

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l3lessed wrote: Tue Apr 20, 2021 7:02 pm Man, this is looking amazing every time you drop an update.
Thank you! But I think I hit a hard limit. I would need help from someone getting the transitions done between dirt and stone tiles, water and stone tiles, etc.
Otherwise it will always look as blocky as on the pictures :/
I tried but It seems I can't wrap my head around how it's done.
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l3lessed
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Re: Wilderness Overhaul

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It probably is way over my head. I'm not a traditionally trained coder; All self taught since 1990. As a result, my math skills are subpar since I never took any of the math courses required for coding certs/degrees. I can try to see if I can assist though. I would need pointed to the areas in the code causing issue and some basic introduction to how it works, if you don't mind, and I can try myself to solve this.

I'm getting close to finishing up ambidexterity 1.0 release (Just got to finish fixing some offhand animation reversals). I have more time to look at this and see if I can find a solution.
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l3lessed
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Re: Wilderness Overhaul

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Upon doing some basic research on this in unity, I found these threads. Have you looked at any of this? If you have, sorry for the redundancy.

http://devmag.org.za/2009/05/28/getting ... ess-tiles/
https://forum.unity.com/threads/blending-tiles.507093/
https://fy.to/gamedev/tile-blending-edg ... -tutorial/
https://codereview.stackexchange.com/qu ... cent-tiles
https://www.reddit.com/r/Unity2D/commen ... es_for_my/

It seems the main solutions involved revolve around using a shader on the terrain to get the tiles to blend.
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Daniel87
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Re: Wilderness Overhaul

Post by Daniel87 »

l3lessed wrote: Tue Apr 20, 2021 10:08 pm Upon doing some basic research on this in unity, I found these threads. Have you looked at any of this? If you have, sorry for the redundancy.

http://devmag.org.za/2009/05/28/getting ... ess-tiles/
https://forum.unity.com/threads/blending-tiles.507093/
https://fy.to/gamedev/tile-blending-edg ... -tutorial/
https://codereview.stackexchange.com/qu ... cent-tiles
https://www.reddit.com/r/Unity2D/commen ... es_for_my/

It seems the main solutions involved revolve around using a shader on the terrain to get the tiles to blend.
Hi l3lessed and thank you for wanting to help me!
I checked these tutorials but most of them speak of blending shaders, which is used in the Splat Terrain Mod, but in my approach, I am working with Interkarmas basic Marching Square Algorithm. He explained it to me thoroughly elsewhere, so I am going to post his post here for your to get an idea of how it is done currently in DFU.

Link where Interkarma made the thorough post: viewtopic.php?f=5&t=4749

Here you can find my mod in GitHub. WOTerrainTexturing.cs is based on the DFU original ITerrainTexturing.cs using its basic Marching Square Algorithm to texture the terrain.
Link: https://github.com/Bl4ckh34d/daggerfall ... s-overhaul

You can also look into Basic Roads Github Project (The DFU Mod) where a different approach was taken I think. There you can see the whole texturing system expanded upon for many different tile transitions.
Link: https://github.com/ajrb/dfunity-mods/tr ... BasicRoads

Let me know if you had a look into it and if you still want to help me after that haha.
Thank you again for offering your help!
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l3lessed
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Re: Wilderness Overhaul

Post by l3lessed »

Not sure if this is helpful, but doing some reading on marching squares today and ran across this. As of now, my head is lost in the math, but maybe with some more reading, I can wrap my brain around how this is working in the code.

https://www.omiod.com/docs/pdf/Squares- ... rching.pdf
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l3lessed
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Re: Wilderness Overhaul

Post by l3lessed »

Also, am I understanding the problem correctly? The exact issue with tile blending is that the look up table needs expanded and then the algo needs expanded to include the new look up table? By doing so, it provides more terrain transitions and thus terrain types?
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Daniel87
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Re: Wilderness Overhaul

Post by Daniel87 »

l3lessed wrote: Wed Apr 21, 2021 6:29 pm Also, am I understanding the problem correctly? The exact issue with tile blending is that the look up table needs expanded and then the algo needs expanded to include the new look up table? By doing so, it provides more terrain transitions and thus terrain types?
Yes, that's what Interkarma said.
I looked into the Lookup Table yesterday and was able to wrap my head around it a bit. But I am still working to try and understand it completely, so I can expand upon the Lookup Table.
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