I am currently working on my "Vegetation Redistribution" Mod that aims at redistributing the nature billboard flats in Daggerfalls Wilderness to create a somewhat more believable random environment.
BEFORE
AFTER
So far everything goes pretty well but yesterday when testing the mod together with BasicRoads, I realized that vegetation ends up in the middle of the road due to my mod randomizing the tree distribution. In the original code, the billboards were placed exactly on x and y values, therefore giving off the feeling of an artificial grid of vegetation.
With BasicRoads
Currently it seems my mod is not compatible with Trees of Daggerfall and it plants trees on BasicRoads. I already tried to change the load order of BasicRoads and my mod, but it didn't solve the problem. Is there a resources saving way to sample the texture below an asset? Then I could tell my billboards to not instantiate if they would be placed on a road texture.
I found this bit of code dealing with the ground, but am not sure why there is "& 0x3F":
Code: Select all
// Chance also determined by tile type
int tile = dfTerrain.MapData.tilemapSamples[x, y] & 0x3F;
Any help is as always much appreciated!