1) terrain = LoadTotalTerrain() definitely coming soon.
2) Not so sure about this one... TT is intended as a pure Terrain solution... entities is getting into the realms of world editor and that might mean I never get it finished.
3) Yes, I'm going to overhaul the Lightmap routines pretty extensively at some point and make them more user-definable (and also cast shadows)
4)I'm in the process of overhauling the texture system right now. You can have up to 4 textures to paint with (like layers in Photoshop), although if you want to see the Lightmap and Seamap they have to sit in two of the slots. It's looking pretty sweet and TT remembers the textures you've used before and what scale they were at, even if you restart it. Textures you've loaded in a previous session are all stored in a simple dropdown menu.
Also:
- screen res is now definable;
- you can just drag a .tot or .bmp file onto the Program icon and it will automatically run with the terrain loaded
- optional autobackup of files you're overwriting
More soon! :)
2) Not so sure about this one... TT is intended as a pure Terrain solution... entities is getting into the realms of world editor and that might mean I never get it finished.
3) Yes, I'm going to overhaul the Lightmap routines pretty extensively at some point and make them more user-definable (and also cast shadows)
4)I'm in the process of overhauling the texture system right now. You can have up to 4 textures to paint with (like layers in Photoshop), although if you want to see the Lightmap and Seamap they have to sit in two of the slots. It's looking pretty sweet and TT remembers the textures you've used before and what scale they were at, even if you restart it. Textures you've loaded in a previous session are all stored in a simple dropdown menu.
Also:
- screen res is now definable;
- you can just drag a .tot or .bmp file onto the Program icon and it will automatically run with the terrain loaded
- optional autobackup of files you're overwriting
More soon! :)