[MOD] Distant Terrain
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Re: [MOD] Distant Terrain
Is it possible to use Distant Terrain mod with Mountains and Hills mod? Are they compatible now?
- Hazelnut
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Re: [MOD] Distant Terrain
The both replace the TerrainSampler so they're fundamentally incompatible. Two variants of terrain where you choose one or the other based on preference I think. (note I am not the author of either so am not the last word on the subject)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
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Re: [MOD] Distant Terrain
The Terrain Transition is a little bit too inconsistent.
Here's a video of what I mean https://www.reddit.com/r/daggerfallunit ... urce=share
Also is it just me, or does anyone else prefer the very far distant lands design over what pops in? Makes things a little less samey
Here's a video of what I mean https://www.reddit.com/r/daggerfallunit ... urce=share
Also is it just me, or does anyone else prefer the very far distant lands design over what pops in? Makes things a little less samey
- pango
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Re: [MOD] Distant Terrain
Terrain generation parameters vary from climate to climate, so that's a way too broad claim, DT generates much flatter terrain in other places, that's what increases variety.
Maybe there's some climates where close and far terrain generators diverge too much, though?
I imagine that ideally distant terrain generator should compute something like the low frequency components of the close distant generator, but that's probably not that easy...
Maybe there's some climates where close and far terrain generators diverge too much, though?
I imagine that ideally distant terrain generator should compute something like the low frequency components of the close distant generator, but that's probably not that easy...
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Nystul
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Re: [MOD] Distant Terrain
this issue has nothing to do with terrain mods. it is just the normal dfunity terrain generation. the video shows someone with a low spec machine running with minimal TerrainDistance value...Jarlyjarljarl wrote: ↑Sat Aug 01, 2020 6:48 am The Terrain Transition is a little bit too inconsistent.
Here's a video of what I mean https://www.reddit.com/r/daggerfallunit ... urce=share
Also is it just me, or does anyone else prefer the very far distant lands design over what pops in? Makes things a little less samey
- Nystul
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Re: [MOD] Distant Terrain
I am working on a version compatible with 0.10.25+
just to let you know
old versions of realtime reflections and enhanced sky should be compatible with 0.10.25+
update: new version in first post of this thread (for dfunity 0.10.25+)
just to let you know
old versions of realtime reflections and enhanced sky should be compatible with 0.10.25+
update: new version in first post of this thread (for dfunity 0.10.25+)
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Re: [MOD] Distant Terrain
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Last edited by yabay on Mon Jun 21, 2021 7:34 am, edited 3 times in total.
- pango
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Re: [MOD] Distant Terrain
You're not looking in the same direction in the two screenshots, what if you look to the west with 2.8.0a?
That said, I get a lot more hills to the north with 2.8.0a than shown on your screenshot, so it's probably not that simple. All I can add is that it seems to work for me (DFU 0.10.25 + Distant Terrain 2.8.0a on Linux)Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
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Re: [MOD] Distant Terrain
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Last edited by yabay on Mon Jun 21, 2021 7:34 am, edited 2 times in total.
- Nystul
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Re: [MOD] Distant Terrain
Are you sure you use the right dfunity version? Which version do you use?