@Matty - but wouldn't that mean there wold be a very big lot of Quads? 2900*2100= about 12 Million Tris - good to see you brought us some graphiccards from the year 2020 using your timemachine ;)
2900 * 2100 is really big! Do you have a bearable framerate with that?
However, you could load this Heightmap as an image, then create the Terrain-patches manually with CreateTerrain and ModifyTerrain.
something like
;Maybe you need to round up the size of 2900*2100 to numbers which can be divided trough 256
If you have once made this working, you can decide if this method can be used at all (speed!) I really don't know if this is going to be an overkill.
For the texture sizes you can calculate: 512*512Texels= 1 Megabyte, 256*256=250kB (well, not shure if mipmaping will require even a bit more). So 10*10 textures of 512*512 Size would require at least 128 Megabytes Videoram. YOU must decide what minimum hardware requirement makes sense.
2900 * 2100 is really big! Do you have a bearable framerate with that?
However, you could load this Heightmap as an image, then create the Terrain-patches manually with CreateTerrain and ModifyTerrain.
something like
for y=0 to 2099 step 256 for x=0 to 2899 step 256 create terrain patch for y2=0 to 255 for x2=0 to 255 set heights using pixels (x+x2,y+y2) brightness next next position patch based on x and y scale terrain patch so it fits in the grid next next
;Maybe you need to round up the size of 2900*2100 to numbers which can be divided trough 256
If you have once made this working, you can decide if this method can be used at all (speed!) I really don't know if this is going to be an overkill.
For the texture sizes you can calculate: 512*512Texels= 1 Megabyte, 256*256=250kB (well, not shure if mipmaping will require even a bit more). So 10*10 textures of 512*512 Size would require at least 128 Megabytes Videoram. YOU must decide what minimum hardware requirement makes sense.