[MOD] Trees Of Daggerfall

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VMblast
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Re: Trees Of Daggerfall

Post by VMblast » Mon Mar 11, 2019 11:46 am

MasonFace wrote:
Sun Mar 10, 2019 11:56 pm
You stealing my thunder, bruh?!?!
!They've Called Me......THE THUNDERSTEALERRRRRRR!!!! ⚡ muhuhuhahahaaaaa ⚡ :lol:




!Its coming! :P
Few more screenshots. (personal note -maybe its just me, but the 3D trees give totally different perspective and unique experience...strange :P )
Everything is tucked in greenery....very organic look. :)

Image

Image

Image

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pango
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Re: Trees Of Daggerfall

Post by pango » Mon Mar 11, 2019 12:53 pm

It looks simply beautiful... The suspension of disbelief is real :)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Interkarma
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Re: Trees Of Daggerfall

Post by Interkarma » Mon Mar 11, 2019 10:40 pm

Just beautiful. :)

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mikeprichard
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Re: Trees Of Daggerfall

Post by mikeprichard » Mon Mar 11, 2019 11:08 pm

:shock:

Classy.

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King of Worms
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Re: Trees Of Daggerfall

Post by King of Worms » Tue Mar 12, 2019 9:52 am

I hear thunder..
But theres no rain...

Awesome progress mate!!

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jayhova
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Re: Trees Of Daggerfall

Post by jayhova » Tue Mar 12, 2019 10:18 am

This improves the look of DF dramatically over vanilla and even more over classic.
Remember always 'What would Julian Do?'.
Windows 10 Pro 64 bit. DFU Ver. 0.7.146

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MasonFace
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Re: Trees Of Daggerfall

Post by MasonFace » Tue Mar 12, 2019 12:54 pm

This is quickly becoming a must-have mod!

Are you making any head-way on performance optimization?

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VMblast
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Re: Trees Of Daggerfall

Post by VMblast » Tue Mar 12, 2019 2:15 pm

MasonFace wrote:
Tue Mar 12, 2019 12:54 pm
This is quickly becoming a must-have mod!

Are you making any head-way on performance optimization?
Ive made all the necessary optimizations as I was working along (poly count/texture size/LODs). Ive made about 95% of the items from the temperate set and when I test it, its working buttery smooth on that terrain distance 1 setting. (I have 1050GTX).

Now, Ive talked with TheLacus and he thinks that, for now, everything beyond that setting is causing issues, probably because the DFU billboard shader is crazy efficient (not as much SPTree one). For the first edition I'll have to recommend the terrain setting of 1. But that 1 is buttery smooth at least. The whole MOD file for now is about 50Mb's. :P

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mikeprichard
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Re: Trees Of Daggerfall

Post by mikeprichard » Tue Mar 12, 2019 2:47 pm

Do you think it will eventually be possible to run this smoothly on higher terrain distance settings? That would be truly epic. Either way, these screens are amazing.

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MasonFace
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Re: Trees Of Daggerfall

Post by MasonFace » Tue Mar 12, 2019 2:53 pm

Does the SpeedTree asset give you much control over the LOD's? Could you possible replace the highest LOD with the original tree sprites with the DFU billboard shader? Your trees so closely resemble their vanilla ancestors that I doubt it would even be very noticeable.

Now that I think about it, I'm not sure you'll be able to override the LODs since SpeedTree uses a special shader to blend between the LODs. But maybe it's worth a shot?

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