Sounds good to me, I also agree seasonal variation is good.King of Worms wrote: ↑Sat Sep 14, 2019 5:04 pm But I want that variation in the game, when its already programmed. I dont want to get rid of one season. We can make the jungle winter different, less snowy, maybe just make it more muddy and less green, whatever...
Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]
- Hazelnut
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- King of Worms
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]
I dont like my winter version anyway, so I can recreate it without snow.
It will also depend on if we can get a different nature bilboards for winter jungle. Now they are same as in summer. This must go hand in hand
It will also depend on if we can get a different nature bilboards for winter jungle. Now they are same as in summer. This must go hand in hand
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- VMblast
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]
Well, there are no issues while playing (testing), if thats what you are thinking about?
I can send you my winter test demo MOD, if you want -to test it. It has only 2 trees but it'll do the job.
ADDENDUM -Ok Ive checked just now, in your (@Hazelnut) version (Alpha 0.10.7) at least, of the DU, winter set works inside places of interest (eg towns).
- Kamer
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]
Maybe you could use a "snow shader".
https://www.reddit.com/r/Unity3D/commen ... ow_shader/
Doesn't look too neat, but at least gives the impression that there is snow, when everything else is covered.
https://www.reddit.com/r/Unity3D/commen ... ow_shader/
Doesn't look too neat, but at least gives the impression that there is snow, when everything else is covered.
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]
I would prefer them to have collisions. Fighting in a forest would be a whole different experience, especially when weapon collisions my combat overhaul has added. Could you just enable a no clip mode for the player when they initiate tedious travel, so they just clip through objects?Tedious Travel is going to become really tedious if the trees are solid
Put Rocks of Daggerfall on top of that for extra fun.
My Daggerfall Mod Github: l3lessed DFU Mod Github
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Daggerfall Unity mods: Combat Overhaul Mod
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My Beth Mods: l3lessed Nexus Page
Daggerfall Unity mods: Combat Overhaul Mod
Enjoy the free work I'm doing? Consider lending your support.
- Kamer
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]
While that would work you risk getting random encounters inside of trees or rocks that could possibly get you stuck.l3lessed wrote: ↑Mon Sep 16, 2019 12:02 amI would prefer them to have collisions. Fighting in a forest would be a whole different experience, especially when weapon collisions my combat overhaul has added. Could you just enable a no clip mode for the player when they initiate tedious travel, so they just clip through objects?Tedious Travel is going to become really tedious if the trees are solid
Put Rocks of Daggerfall on top of that for extra fun.
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]
Oh, true, didn't consider that. Could you do a quick check of some type to see if the player is within an object/collision mesh and move them out? Or do you, yet again, run the risk of moving them into something and getting them stuck. Or, not initiate the encounter if they are in an object?
My Daggerfall Mod Github: l3lessed DFU Mod Github
My Beth Mods: l3lessed Nexus Page
Daggerfall Unity mods: Combat Overhaul Mod
Enjoy the free work I'm doing? Consider lending your support.
My Beth Mods: l3lessed Nexus Page
Daggerfall Unity mods: Combat Overhaul Mod
Enjoy the free work I'm doing? Consider lending your support.
- VMblast
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]
Update:
Ive added one more LOD group in between the highest and billboards, which makes transitions to be a bit smoother, so no more that much obvious snapping between LODs. Also Ive increased the resolution of the billboards, from previous 512x512 to 1024x1024, which gives a little bit clearer image of the trees of the billboards distance.
This decreased performance for just a little bit, from previous MOD iteration of just 1 lod and 1 billboard(512x512). Its not much, it is pretty much playable still, but it was the only way to balance all things together. Hopefully as @Hazelnut said, he could increase performance for just a little bit more from the present version. So finger crossed.
Ive added one more LOD group in between the highest and billboards, which makes transitions to be a bit smoother, so no more that much obvious snapping between LODs. Also Ive increased the resolution of the billboards, from previous 512x512 to 1024x1024, which gives a little bit clearer image of the trees of the billboards distance.
This decreased performance for just a little bit, from previous MOD iteration of just 1 lod and 1 billboard(512x512). Its not much, it is pretty much playable still, but it was the only way to balance all things together. Hopefully as @Hazelnut said, he could increase performance for just a little bit more from the present version. So finger crossed.
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Re: Trees Of Daggerfall [PERFORMANCE PROBLEM/SOLUTIONS]
VMblast wrote: ↑Sat Sep 21, 2019 10:17 am Update:
Ive added one more LOD group in between the highest and billboards, which makes transitions to be a bit smoother, so no more that much obvious snapping between LODs. Also Ive increased the resolution of the billboards, from previous 512x512 to 1024x1024, which gives a little bit clearer image of the trees of the billboards distance.
This decreased performance for just a little bit, from previous MOD iteration of just 1 lod and 1 billboard(512x512). Its not much, it is pretty much playable still, but it was the only way to balance all things together. Hopefully as @Hazelnut said, he could increase performance for just a little bit more from the present version. So finger crossed.
Now, if this beauty can run on my PC at 60fps, then I'm golden