Sorry about going missing for a few days, I was on holiday in a place in Gloucestershire called Tewkesbury.
Quote: "Is there any way to make blitz terrains double sided?"
Yep,
set object cull ObjectID,0
use that on the object you set for the terrain.
Quote: "Keadroho, when I reposition the object that is the terrain I noticed that the environment map still thinks it`s at the original location. How does one reunite the two at the new location?"
I made the coordinates to be the coordinates on the environment map multiplied by the scale. I call it terrain space coordinates. The same coordinate system is used by get ground height, get point excluded, etc. The reason for this is because of the idea of spherical terrains. In spherical terrains, the terrains will be rotated in different angles making the calculations extremely complicated and slow.
Mobiius, you no longer need to position or hide your objects if you use R2. It now does it automatically.
SectorCount = BT GetSectorCount( Terrain.Id, LOD - 1 )
For Id = 0 To ( SectorCount - 1 )
Obj = Find Free Object()
BT MakeSectorObject Terrain.Id, LOD - 1, Id, Obj
SC_SetupComplexObject Obj, LevelGroup, 2
Next Id
Quote: "OR u could just save the terrain as a dbo object, then load it in as an object"
DBPro doesn't handle BlitzTerrain objects. It doesn't have access to any of the vertex data because its stored in a format which DBPro doesn't understand. The BlitzTerrain object isn't a real object. Its just a few data structures which BlitzTerrain accesses to figure out how to render the terrain. Using a DBPro object meant that I didn't have to write every single function to do everything with the terrain which you can already do with DBPro objects. BlitzTerrain can access the objects internal data but DBPro cant access BlitzTerrains internal data.
Quote: "Thanks that looks useful, with a distance check I guess you could just collision check the sector you are standing on, instead of all of them."
Thats exactly why I made BlitzTerrain do that. In an old project I was making along side a very very early version of BlitzTerrain (this must be over 2 years ago now). I put this check in and the FPS flew through the roof! It really improves FPS with Dark Physics.
Quote: "I have to agree with weave. Having to create physical objects to be able to use collision does kinda defeat the point in the terrain engine, however, the LOD changing to reduce the polygon count of the terrain, added to the fact that the generated collision objects are hidden, should still provide a huge speed boost compared to advanced terrain. (Plus, the collision objects were generated from the lowest FOV terrain segment anyway.)"
As BlitzTerrain doesn't store vertex data like DBPro does, I had to make this system to make it compatible with collision systems. Some collision systems such as xenophysics are able to access the vertexdata directly using a system I created inside BlitzTerrain. It is also able to update the vertexdata in all the plug ins which are using it when a user modifies the terrain.
Quote: "What are RTTMS commands? I don't see any commands to edit it in real time, is that another plugin?"
Real-Time Terrain Modification System. Its an internal system which allows TPCs to access and change vertexdata. There is an open source plugin in development to allow the user of DBPro to use these commands.