@Ian T
Quote: "- How are the lightmaps exported?"
The diffuse values of the polygons are edited -> in the models
Quote: "How is the final mesh segmented (into limbs)?"
The final terrain is made of multiple objects, you can choose how big one cullable object should be.
Quote: "What does the geometry look like (wireframe)?"
triangles that make squares
Quote: "What kind of load speeds does it have?"
10 secs for the 7 layered huge terrain (largest possible currently) wich has around 1 million polys in the editor and loaded 270'000 (see
very much optimized loader code)
Quote: "Can two terrains made of side-by-side heightmaps lock together seamlessly? "
First, I should add heightmap import (and export)(not to difficult), then yes.
Quote: "Speaking of, does the loading code handle multiple terrains at all/well? "
Currently not, but should be doneable.
@Oneka
Thank you! Errors will be fixed in next version. I'll see what I can do with the improvements:
-Mouse control / Brushes, when you change angles it gets alittle wakcy
EXPLAIN PLEASE!
-Do not force auto update, prompt user
OK
-Fix auto update, if it cant connect, still run editor
OK
-Would be nice to have ability to edit multiple terrains at once and the ablility to edit them seamlessly
I MAY TRY
-Wierd geometry effect where if a part of the mesh is big it becomes transparent, and can be a pain to work with at times [i]TRANSPARENT OR INVISIBLE? THE EDITOR BELIVES ALWAYS (FOR CULLING) THAT THE TERRAIN IS FLAT. ONLY NOT IF YOU MAKE A NEW LAYER OR LOAD A TERRAIN