Roads of Daggerfall

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Interkarma
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Re: Roads of Daggerfall

Post by Interkarma » Thu Jun 29, 2017 10:45 pm

The navgrids wouldn't be ideal for this, they only store weights rather than actual tile data. If you're looking for a lead-in point for roads, the Start Markers placed at city gates are a natural termination point.
start-marker.jpg
start-marker.jpg (67.3 KiB) Viewed 1621 times
And from there you can use the in-memory tilemap for the location to connect roads to the nearest available road tiles (index 46). Unlike the navgrid, this map has full tile information (even stuff like corners) and would be lot nicer to join with.
tilemap.jpg
tilemap.jpg (82.55 KiB) Viewed 1621 times
The navgrids are made by combining an inverse of the automap to carve out space for buildings and then weighting by tile type (e.g. NPCs might prefer nice roads over dirt). It's a pretty cool resultant set of data though. I'm seriously considering having the 3 major cities professionally printed and framed for our gaming space. :)

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TheLacus
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Re: Roads of Daggerfall

Post by TheLacus » Sat Jul 01, 2017 4:59 pm

I see, now that you say it the tile map has already the informations i was thinking about. The start marker seems a pretty solid info point for this purpose, hope this mod get improved to support this, one day.
It's a pretty cool resultant set of data though. I'm seriously considering having the 3 major cities professionally printed and framed for our gaming space
Yep, they have an interesting look.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Hazelnut
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Re: Roads of Daggerfall

Post by Hazelnut » Fri Sep 01, 2017 10:05 am

Did this implementation of roads ever go anywhere, or did it stall? Is anyone still working on it?

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Jay_H
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Re: Roads of Daggerfall

Post by Jay_H » Fri Sep 01, 2017 12:26 pm

No, it stayed at the theory stage. If you want to give it a shot I'd be happy to see it :)
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Seterwind
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Re: Roads of Daggerfall

Post by Seterwind » Thu May 03, 2018 2:53 am

This is some thing that would add so much to the world... I wonder if you could write something to automate the process, with placing signs that would help point you out to locations when roads fork.

I would love to be able to not use fast travel in Daggerfall.

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Levethian
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Re: Roads of Daggerfall

Post by Levethian » Tue Jul 17, 2018 9:59 pm

Do we have access to the RoadEditor & Roadmap reader?

If it's a case of doing mind-numbing work connecting walled-settlements with roads (and lesser settlements with narrower roads, and other locations with dirt-tracks), I'd be happy to help.

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