[MOD] Distant Terrain

A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Post Reply
User avatar
Nystul
Posts: 1474
Joined: Mon Mar 23, 2015 8:31 am

Re: Project "Increased Terrain Distance"

Post by Nystul »

just realized that the "exclude far pixels" option in GlobalFog script should only be enabled when FarTerrain mod is active - otherwise fog will look incorrectly.

User avatar
Biboran
Posts: 280
Joined: Thu Jun 25, 2015 8:26 pm

Re: Project "Increased Terrain Distance"

Post by Biboran »

Hey, Nystul may you make an option or version of mod like early ones versions or something like that, where landscape polygonal, without smooth?

Like on this screenshot, if this yours of course...
Attachments
x2kth7iq.png
x2kth7iq.png (52.93 KiB) Viewed 3156 times

User avatar
Nystul
Posts: 1474
Joined: Mon Mar 23, 2015 8:31 am

Re: Project "Increased Terrain Distance"

Post by Nystul »

This is mine yes and this is from vanilla df, no mods required, this is how vanilla df works. Just use the old tool for modifying the woods file (the detail height data) and in the 5x5 array for heights for a worldmap location set all values to zero except the middle pixel which you need to set to max value, then you end up with this behavior

User avatar
Biboran
Posts: 280
Joined: Thu Jun 25, 2015 8:26 pm

Re: Project "Increased Terrain Distance"

Post by Biboran »

Sorry, I dummie in it. :oops: So it basicly can be maided only on one point? It not possible to make same landscape on unity using in-game high-map?

User avatar
Nystul
Posts: 1474
Joined: Mon Mar 23, 2015 8:31 am

Re: Project "Increased Terrain Distance"

Post by Nystul »

it is possible to make it for the whole landscape!
Just to make it clear: this screenshot was made in vanilla daggerfall and the tool mentioned is only for vanilla daggerfall. The tool is FiryWoods v0.3 which can be found here: http://en.uesp.net/wiki/Daggerfall:Files
there a different mechanisms if you want to achieve the same in daggerfall-unity

User avatar
Biboran
Posts: 280
Joined: Thu Jun 25, 2015 8:26 pm

Re: Project "Increased Terrain Distance"

Post by Biboran »

Okay, thanks.

If someone got time, it be nice to allow option of that polygonal landscape and ability to change draw distance and after that your mod may be added not as mod, but as native options for DU, it will be totaly awesome :D

User avatar
Nystul
Posts: 1474
Joined: Mon Mar 23, 2015 8:31 am

Re: Project "Increased Terrain Distance"

Post by Nystul »

Distant Terrain mod is now available as standalone mod using the new mod system:

get it from this thread:
viewtopic.php?f=22&t=456&p=4541#p4541

User avatar
Nystul
Posts: 1474
Joined: Mon Mar 23, 2015 8:31 am

Re: Project "Increased Terrain Distance"

Post by Nystul »

working on texture arrays for terrain tiles lately - no texture bleeding is one benefit of it

Image

User avatar
King of Worms
Posts: 3708
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: Project "Increased Terrain Distance"

Post by King of Worms »

Looking very good!

Narf the Mouse
Posts: 839
Joined: Mon Nov 30, 2015 6:32 pm

Re: Project "Increased Terrain Distance"

Post by Narf the Mouse »

I can almost see the procedurally-generated rivers and roads... :D
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

Post Reply