Page 1 of 1

DFU Map height in Daggerfall Dos?

Posted: Tue Jan 24, 2023 3:52 pm
by C0rg1
It's my understanding that Hills and Dales of "Daggerfall Unity" was based on map data already in the original game. That someone made a mistake during production and Daggerfall Dos ended up looking almost flat. Is there a program out there that places the DFU map height back into Classic Dos Daggerfall? I'm simply curious as to what Classic Daggerfall would have looked like if this mistake had not been made.

Re: DFU Map height in Daggerfall Dos?

Posted: Tue Jan 24, 2023 6:18 pm
by Sappho20
I'm not sure exactly but there is a mod that changes the height map of unity and DOS Daggerfall:

https://www.nexusmods.com/daggerfalluni ... escription

Due to the draw distance you may not notice any difference.

Re: DFU Map height in Daggerfall Dos?

Posted: Tue Jan 24, 2023 10:29 pm
by pango
There's Flatterfall mod, but if it hasn't been updated in almost 2 years, it's probably not compatible with recent DFU...

Re: DFU Map height in Daggerfall Dos?

Posted: Wed Jan 25, 2023 5:05 pm
by BadLuckBurt
C0rg1 wrote: Tue Jan 24, 2023 3:52 pm It's my understanding that Hills and Dales of "Daggerfall Unity" was based on map data already in the original game. That someone made a mistake during production and Daggerfall Dos ended up looking almost flat. Is there a program out there that places the DFU map height back into Classic Dos Daggerfall? I'm simply curious as to what Classic Daggerfall would have looked like if this mistake had not been made.
Daggerfall Unity amplifies the original heightmaps so that the elevations are more pronounced but it's still using the same data as classic Daggerfall.

You can replace the heightmaps in the original game file (WOODS.WLD) using Firywoods which you can get from the Daggerfall tools section on UESP, it's a command-line tool that allows you to both export and import the maps. I've played around with it a little before and editing the exported images does work but since I don't know how they exactly made the heightmaps back then, it's trial and error. Changing WOODS.WLD does have an effect on both classic DF and DFU when running the original terrain sampler. It could also work with other DFU terrain mods as long as they use the data from WOODS.WLD, I know not all of them do.

I also say maps because there are 2 heightmaps, a small one (1000x500 pixels) which is a 1:1 representation of the Iliac Bay and a larger one (5000x2500 pixels) which is a 5:1 representation of the Iliac Bay that has a grid pattern in it. The grid pattern is interpolated in classic Daggerfall using a diamond-square algorithm.

I think they made it flatter deliberately by adding one fully white pixel to the map, it's in the south west corner of Tigonus and if you go there in classic DF, you'll find it's a lot higher than the surrounding area. I bet it's another feature they had to cut last minute.