The best from Skyrim to morrowind

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bahamut
Posts: 35
Joined: 16 Apr 2014, 11:46

Re: The best from Skyrim to morrowind

Post by bahamut »

Mistahtokyo wrote:
BrotherBrick wrote:
Gez wrote: A higher poly terrain mesh wouldn't be very useful without a landmass overhaul mod. The mesh density will have to remain that of the data files, unless you perform some fancy interpolation.
Use procedural generation (fBm,noise) to add a bit 'salt' to the current landmass. This would generate a higher poly terrain mesh based on existing landmass.
This. I'm also pretty sure Vality7 had some better quality heightmaps (or at least has the tools/knowledge to make some) for Vvanderfell.
If you talking about some mountains he showed once, these where meshes
SquireNed
Posts: 403
Joined: 21 Dec 2013, 22:18

Re: The best from Skyrim to morrowind

Post by SquireNed »

A little off topic, but I do like to salt the earth. Pun/lame word choice aside, the one problem is that it could pick up some iffy object placement. I don't think we'd see a significant performance impact, however (at least if the mesh data is stored and not like rebuilt each frame or anything).
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Mistahtokyo
Posts: 139
Joined: 07 Sep 2013, 18:31

Re: The best from Skyrim to morrowind

Post by Mistahtokyo »

bahamut wrote:
Mistahtokyo wrote:
BrotherBrick wrote:
Gez wrote: A higher poly terrain mesh wouldn't be very useful without a landmass overhaul mod. The mesh density will have to remain that of the data files, unless you perform some fancy interpolation.
Use procedural generation (fBm,noise) to add a bit 'salt' to the current landmass. This would generate a higher poly terrain mesh based on existing landmass.
This. I'm also pretty sure Vality7 had some better quality heightmaps (or at least has the tools/knowledge to make some) for Vvanderfell.
If you talking about some mountains he showed once, these where meshes
No, I meant heightmaps.
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