[MOD] Distant Terrain
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: [MOD] Distant Terrain
it is clearer when the location is nearer but it starts too look weird when upping the brightness.
- DigitalMonk
- Posts: 111
- Joined: Sun Nov 10, 2019 8:01 pm
Re: [MOD] Distant Terrain
Weird at a distance, or weird up close? If it's just a concern about "weird up close", maybe the brightness boost could fade towards nothing as the location gets within one load-cell-radius (which is not the same as asking how many cells away it is, because that would be a very stair-stepped function). Then the distant brightness boost could be higher to grab your attention, while fading to normal as you get close enough to find it on your own. This does start getting complicated, I realize, because you'd also want a maximum brightness at some distance, and then does it fade linearly with distance or quadratically? I understand not wanting to get to hung up on this, though I do really like the idea of seeing locations at a distance. (When I'm feeling brave, I travel at night to get a similar effect from seeing street lights in the distance, but that doesn't help with non-town locations)
I think that I saw the highlighted location in that image, but phew... very, very subtle
I think that I saw the highlighted location in that image, but phew... very, very subtle
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: [MOD] Distant Terrain
unnatural/unrealistic i guess is the best description. It stands out way too much and the intention was that one needs to be vigilant to make the locations out.
- mikeprichard
- Posts: 1037
- Joined: Sun Feb 19, 2017 6:49 pm
Re: [MOD] Distant Terrain
Oh, I assumed it was an option because it was understood it wasn't truly realistic in any case, but it's your mod and your decision!
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: [MOD] Distant Terrain
yeah, you are right. Even as an option I wanted it to look subtle so it does not break immersion more than necessary.mikeprichard wrote: ↑Sat Jun 06, 2020 10:04 pm Oh, I assumed it was an option because it was understood it wasn't truly realistic in any case, but it's your mod and your decision!
I decided against customization options because of performance reasons - I wanted to prevent more shader variables since the shader is already heavy
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- Posts: 11
- Joined: Wed Jun 10, 2020 12:27 pm
Re: [MOD] Distant Terrain
This is probably been asked a million times, but what's really the difference between Distant Terrain and the Mountains and Hills mod?
Or perhaps a better thing to ask is, which do you prefer and why?
Or perhaps a better thing to ask is, which do you prefer and why?
- haloterm
- Posts: 391
- Joined: Sat Feb 16, 2019 5:21 am
Re: [MOD] Distant Terrain
I prefer Distant Terrain, because it is the only way to have the Iliac Bay with the correct heights and shapes. It gives Daggerfall's otherwise generic landscape meaning. It creates "places" in the vast "spaces".
Mountains and Hills makes the terrain just hilly, but it still looks the same everywhere.
To see the difference, wander a bit around. In my "Black Horse Courier" quest mod, I have -- I think -- two or three route descriptions which you can follow.
- mikeprichard
- Posts: 1037
- Joined: Sun Feb 19, 2017 6:49 pm
Re: [MOD] Distant Terrain
Distant Terrain is the only mod I'll ever use for this purpose myself, for the reasons given just above. (Not to disrespect any other mod - choice is what's so great about the modding community DFU has opened up for us!)
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- Posts: 11
- Joined: Wed Jun 10, 2020 12:27 pm
Re: [MOD] Distant Terrain
Thanks, that's exactly what I needed to hear!
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- Posts: 11
- Joined: Wed Jun 10, 2020 12:27 pm
Re: [MOD] Distant Terrain
Thanks.haloterm wrote: ↑Wed Jun 10, 2020 4:48 pmI prefer Distant Terrain, because it is the only way to have the Iliac Bay with the correct heights and shapes. It gives Daggerfall's otherwise generic landscape meaning. It creates "places" in the vast "spaces".
Mountains and Hills makes the terrain just hilly, but it still looks the same everywhere.
To see the difference, wander a bit around. In my "Black Horse Courier" quest mod, I have -- I think -- two or three route descriptions which you can follow.
Is the Eye of Argonia program still relevant?