All tile errors fixed now.
I also changed the Perlin noise for nature billboard distribution to better reflect reality (no more micro forests but real Fangorn Forests).
I believe this is what Daggerfall was supposed to look like <3
This is really looking good.Daniel87 wrote: ↑Wed Apr 28, 2021 2:55 am Another Update:
All tile errors fixed now.
I also changed the Perlin noise for nature billboard distribution to better reflect reality (no more micro forests but real Fangorn Forests).
I believe this is what Daggerfall was supposed to look like <3
Spoiler!I start getting excited
I might soon send you the textures I used for the terrain (90% original DF textured). If you could make a DREAM version of them for me, that would be so awesome. I can pack them into the mod and set it up so my mod will automatically use them if your mod is running tooKing of Worms wrote: ↑Wed Apr 28, 2021 10:47 am Dude yes! I saw it on my phone, bright day so no details were there just the terrain and sprites and it looks like a real photo, the sprite distribution looks very natural now.
I was actually thinking of adding a couple more stone>grass transition tiles and randomly picking one when texturing the terrain, so these ugly straight borders between different tile types disappear and get swapped out with more different variants. But here is, where this ridiculous Byte-system of Classic Daggerfall bites my butt.l3lessed wrote: ↑Thu Apr 29, 2021 4:21 pm Amazing and quite inspiring work sir. Wish we could have a larger texture table, so we could get granite to water transitions. Also, full 3d tree replacements would be stellar, but yeah, I get it, tons and tons of work to model and texture all the variants and get then optimize the whole thing.
Well, that sounds like a great new year giftcarademono wrote: ↑Sat May 01, 2021 7:35 pm You're bringing up the question of Daggerfall's future, and it's a great question. In the 25 years since Daggerfall, there really hasn't been any other game like it, vast, procedurally generated, and with deep tabletop RPG-based gameplay. There's just Daggerfall.
But you're right, the procedural generation is incredibly limited compared to what can be achieved now -- just look at No Man's Sky. So your Wilderness Overhaul is EXACTLY what the future of Daggerfall looks like, deepening the procedural generation, reducing the saminess, and creating new types of gameplay.
Really opening up Daggerfall's possibilities will be a post-1.0 project, however. Interkarma's declared a hard feature freeze in two months, to prepare for a stable 1.0 release by the end of 2021. Since what modders really need is more access to the underlying game world mechanics, and that is likely to make the game less stable than more, my guess is we won't get it until 2022.
After 1.0, hopefully we'll be able to increase the tilesets infinitely, add new city and dungeon blocks, add dungeon gameplay cribbed from generations of rogue-likes, new building types, procedurally generate clutter in towns and inside houses, have different elevation WITHIN cities, etc. We can add new scripting abilities for questers, add dozens of new NPC sprites, and expand the dialogue system.