Roads of Daggerfall

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ByteMixer
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Re: Roads of Daggerfall

Post by ByteMixer » Sat Aug 11, 2018 6:24 am

Some thoughts of mine:

Rather than the Daggerfall region, it might be smarter to use a small province with relatively fewer points of interest as a starting point to generate the road. Maybe Isle of Balfiera, or Lainlyn, Orsinium, etc. A small province near or in a mountainous region could be a good test ground as you would see how the roads behave moving from more even terrain to more rugged and extreme heights. Smaller region would also mean less time spent on generating the roads, and ability to make faster decisions on tweaking the algorithms. Once the model is set up and working as expected, apply it to a larger province like Daggerfall and see how it behaves. Make adjustments as necessary.


Another concern is that certain mods might break the generation algorithm, unless the generation (based on the graph) is sophisticated enough to handle changes in terrain, or recognize a landscape mod earlier in the load order and use those values instead of vanilla terrain coordinates; have an option for the user to regenerate the roads in the mod options screen.

Recognize load order: load the landscapes mod first, then load the roads mod, and have it do a one-time generation of the roads, detecting heights/coordinates based on the landscape mod. Or something like that.

Since the roads would be generated on a preset criteria, it would only need to be generated once, and simply store the values somewhere rather than regenerate the roads every time you load the game. If the landscape mod is changed or removed, allow a player to regenerate the road map, and overwrite the previous values in the mod options screen.

My chief concern is that all the terrain in Daggerfall is procedural, and massive based on whatever seed the devs used originally. So in some cases, the roads mod algorithm would need to be sophisticated enough to detect large changes in height over a short distance (a road should not go up a very steep incline, or straight over a mountain peak for example) to not generate roads over very steep inclines or cliffs. (not that Daggerfall has actual cliffs or plateaus, but you know what I mean)

A road generating mod would need to have some sort of rule or law in place that prevents it from going up too steep an incline, and instead, seek the nearest path of least resistance around the incline. So, you'd need a rule to check for height, avoid creating a road over very steep terrain, and use some sort of lookahead method to find a better route that makes more sense based on coordinates change in height.

Something like that, anyway. Otherwise, you might have an issue of a road texture climbing up a cliff or very steep hill.

Thinking very far ahead, but perhaps road textures could be based on the size of the points of interest's cells somehow. Roads between Daggerfall and another large city might be paved, but roads between smaller backwater towns, inns or temples, might be dirt roads. Maybe a road changes from paved to dirt X distance from a dungeon or crypt point of interest.

I'm just bouncing some ideas out there since this is still all conceptual in nature anyway. :)
"Whatever you do, make good art." - Neil Gaiman

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Midknightprince
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Re: Roads of Daggerfall

Post by Midknightprince » Sat Aug 11, 2018 11:46 am

I hope you guys can make this work.
It would make DFU even more amazing..
Check out my YouTube Channel!

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ZephaniahNoah
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Re: Roads of Daggerfall

Post by ZephaniahNoah » Sun Sep 23, 2018 12:32 am

Have you heard of http://roadstorome.moovellab.com/? Their road maps reminded me of slime mold. :lol: I wonder if they have any useful information. :?:

Behr11
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Re: Roads of Daggerfall

Post by Behr11 » Sun Sep 23, 2018 5:07 pm

Is there an active progress report on this mod?

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Interkarma
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Re: Roads of Daggerfall

Post by Interkarma » Fri Sep 28, 2018 2:07 am

Welcome to the forums Behr11. :)

I don't believe Uncanny_Valley progressed this past the proof of concept stage. But at least it shows that roads in Daggerfall are feasible, it's just a lot of work to execute properly.

Hopefully someday UV will return to this concept, or someone else picks it up and runs with it.

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LorrMaster42
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Re: Roads of Daggerfall

Post by LorrMaster42 » Tue Oct 02, 2018 4:22 am

I think I remember hearing something about Unity getting a new terrain system sometime in the future, so maybe if we're lucky someone could include it in a terrain overhaul.

Narf the Mouse
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Re: Roads of Daggerfall

Post by Narf the Mouse » Thu Oct 04, 2018 10:44 am

LorrMaster42 wrote:
Tue Oct 02, 2018 4:22 am
I think I remember hearing something about Unity getting a new terrain system sometime in the future, so maybe if we're lucky someone could include it in a terrain overhaul.
Unity Engine 2018.3 lists four improvements to the terrain system:

* GPU-instanced render path for terrain, yielding a dramatic reduction in draw calls for most cases.
* Auto-connect of adjacent terrain tiles.
* Seamless painting across multiple connected tiles
* An experimental C# API for building custom terrain tools, which can interact with newly introduced asset types for terrain materials and brushes

https://unity3d.com/unity/roadmap
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.

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