Todays boredom ...
Bayard-X 说:ShaunRemo 说:Hello again, I just wanted to share something I thought that might be useful that I figured out after trying to blend the scene border edges.
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Firstly this is the plain terrain border at a reasonable distance.
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Here is the border edge, the border texture isn't colour matched to the scene yet, but I have used the MIP maps to blend to another texture at a distance,
so you can see on the right side the dark green and grey blends to a light green yellow the further it is away.
It's pretty simple to do and is and edit to the texture file that doesn't increase its size or effect performance.
Hopefully it will have a few more applications than what I'm using it for,
I trialled this to blend grass into the ground texture a little better also by making the ground texture gradually fade to a similar colour the grass is so as the grass fades away it at least fades to a similar colour.
It can also be used as a very cheap fresnel effect as the MIP maps also work for polys facing away at angles.
CurtisWS That crossbow looks really nice, the textures look good, it might be my monitor but the image seems a bit dark to see detail.
jacobhinds Yes you can edit the mesh, I have currently halved the poly count for sky boxes without any difference in game, but sadly I just tested changing the skyboxes sizes and it does not effect or cause and clipping, any clipping is due to view distance as far as I can tell as I made the skyboxes firstly 20 times bigger to no avail then 20 times smaller (the sky box was inside the scene and the sky was black outside of it) and clipping still occurred.
This, too.![]()
jacobhinds 说:Man, these are great![]()
Might have to try something similar at some point. The results look really satisfying.
Also, I didn't know the skybox was actually a mesh, i thought the texture was just rendered behind everything with some static image - but it makes sense given how it's all distorted at the top. I wonder then if it's possible to edit that mesh? If that's the case, you have unlimited draw distance at your disposal.
Clipping isn't caused by the skybox, it's draw distance. That's why you end up seeing terrian borders disappear if you go further away.
If you could attach terrain to the skybox, it'd never clip.
ShaunRemo 说:![]()
I have unlimited view distance working for borders
jacobhinds got me thinking about the sky boxes being unlimited for view, but I have already tried attaching the border to the sky-boxes and they then don't match the terrain and still clip, but I realised the skybox material must have a no-clip flag in it somewhere. Their are no special flags for the skyboxes so that info must be with the shader, so I applied the skybox_shader to my border material and it worked.
Sadly it was buggy and constantly flickered in and out as seen on the left.![]()
However this can be fixed by using the No depth Test for the material.
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This is from one corner of a large map looking across to the other side
However the border no longer processes fog relative to the player and instead the map origin and therefore looks slightly out of place.
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Here you can see just how mismatched the fog levels are from the border to the scene.
please note the far edge of the scene is being clipped whilst the scene border is not!
So I wanted to share my findings with everyone.
Hopefully someone can find a way to fix the fog issue as that's the only problem at the moment.
So to try this yourself either create or change the material for the scene border to have the skybox_shader, and use the Render 1st flag and No depth Test flags.
The Bowman Yes I plan a to release this as an OSP once I'm done. and I will create a variant for Native/other mods that aren't Polished Landscapes but they may not be as seamless as I'm creating custom textures for my current version which is a lot of fiddling around.
On the topic of Bannerlord I hope they take a page out of Total Wars book for battle maps, I remember the first time I truely noticed it,
I had a battle on the main map in a gorge and the battle map was inside the gorge! outside and inside the battle map represented the same geographical location as the main map and it was amazing.

Meevar the Mighty 说:But how will we avoid running into the edge? Graphics taking precedence over gameplay, even in this thread... what's the world coming to?
Openshaw 说:Meevar the Mighty 说:But how will we avoid running into the edge? Graphics taking precedence over gameplay, even in this thread... what's the world coming to?
What an unthoughtful comment. It isn't possible to have unlimited map sizes, this would actually be harmful to gameplay (spening 20 minutes to kill the stragglers who'd run in all cardinal points...). You still will run into the "edge" of the map even with expanded borders. The effort lies in making the borders not so obnoxious and ugly like in native to increase immersion.
Your original comment makes no sense, what were you trying to be sarcastic or something?Meevar the Mighty 说:Openshaw 说:Meevar the Mighty 说:But how will we avoid running into the edge? Graphics taking precedence over gameplay, even in this thread... what's the world coming to?
What an unthoughtful comment. It isn't possible to have unlimited map sizes, this would actually be harmful to gameplay (spening 20 minutes to kill the stragglers who'd run in all cardinal points...). You still will run into the "edge" of the map even with expanded borders. The effort lies in making the borders not so obnoxious and ugly like in native to increase immersion.
Interesting interpretation, I'll mull over it for a bit longer than it deserves.
BlancMiles 说:Todays boredom ...
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CurtisWS 说:5 hours guy thing orc what
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Willhelm 说:Looks really good I would definitely use them. Do you think you could do one which is like countryside farmland rather than wilderness?