Is it possible to scan the Daggerfall's height map data to produce an 2D terrain representation of the entire world?

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Thomas_Eric
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Is it possible to scan the Daggerfall's height map data to produce an 2D terrain representation of the entire world?

Post by Thomas_Eric » Sat Jun 17, 2017 4:46 am

Hello Folks,

If you don't know, I'm making this mod called Better Travel Map which I intend to make a glorious 10K resolution travel map available with a revamped UI for each province and the entire Illiac Bay.

Until now, I've been working on one of the versions I intend to make available "Thomas' Pick" (Working Title), which is like a HD approach but following the original maps, but I wish I could also draw a more accurate terrain map to make available, so I wonder if it's possible to process the game's heigh map data to make into a 2D image. Of course that, if you take your time into this processing this image, I'm going to cite you as a collaborator on the mod.

Anyway I hope you all have a great day,

Thomas Eric

PS: I hope you guys understand my title and I didn't get the terminology horribly wrong
I was the Mannimarco, now I've resurrected as Thomas (aka Tommy) Jarvis...

Also don't forget to check out my Better Travel Map Mod if you didn't already!


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Thomas_Eric
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Re: Is it possible to scan the Daggerfall's height map data to produce an 2D terrain representation of the entire world?

Post by Thomas_Eric » Sat Jun 17, 2017 4:08 pm

That's what the game features already. Is this accurate to the actual terrain?
I was the Mannimarco, now I've resurrected as Thomas (aka Tommy) Jarvis...

Also don't forget to check out my Better Travel Map Mod if you didn't already!

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Biboran
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Re: Is it possible to scan the Daggerfall's height map data to produce an 2D terrain representation of the entire world?

Post by Biboran » Sat Jun 17, 2017 5:23 pm

I think this is same or close to high map used in distan terrain
Image

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Thomas_Eric
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Re: Is it possible to scan the Daggerfall's height map data to produce an 2D terrain representation of the entire world?

Post by Thomas_Eric » Sat Jun 17, 2017 10:33 pm

Does anyone have any idea if this is accurate or not?
I was the Mannimarco, now I've resurrected as Thomas (aka Tommy) Jarvis...

Also don't forget to check out my Better Travel Map Mod if you didn't already!

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Interkarma
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Re: Is it possible to scan the Daggerfall's height map data to produce an 2D terrain representation of the entire world?

Post by Interkarma » Sat Jun 17, 2017 11:23 pm

Hi Thomas, that looks like the same 1000x500 heightmap from WOODS.WLD I use for course elevation information. I need to add a lot of interpolation and noise (because each of those pixels is over 800sqm in game), but for your purposes of map elevation I can confirm this is the real thing. :)

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Thomas_Eric
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Re: Is it possible to scan the Daggerfall's height map data to produce an 2D terrain representation of the entire world?

Post by Thomas_Eric » Sun Jun 18, 2017 1:37 am

Interkarma wrote:Hi Thomas, that looks like the same 1000x500 heightmap from WOODS.WLD I use for course elevation information. I need to add a lot of interpolation and noise (because each of those pixels is over 800sqm in game), but for your purposes of map elevation I can confirm this is the real thing. :)
Thanks!
I was the Mannimarco, now I've resurrected as Thomas (aka Tommy) Jarvis...

Also don't forget to check out my Better Travel Map Mod if you didn't already!

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Nystul
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Re: Is it possible to scan the Daggerfall's height map data to produce an 2D terrain representation of the entire world?

Post by Nystul » Sun Jun 18, 2017 7:44 pm

Biboran wrote:I think this is same or close to high map used in distan terrain
Image
yeah it is close to, but distant terrain also does some extra processing if improved terrain option is checked in the mod's options - it uses a distance transform based amplifying (distance from water) to produce more interesting terrain.

So the most accurate thing would be to sample the height data from the terrainsampler class ;)
this will be 100% accurate and would always match the height map in use (if a mod uses a custom height map)

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