The sliders under the texture thumbnails are the texture scale across the mesh (so some can be 'detail' textures and others more sprawling.
Umm... to get rid of the shadows from the previous level just recalculate the lightmap. If you don't want shadows at all, set the sun to maximum altitude (ie. 12pm 'high-noon). I set it low in the sky because I think its more dramatic, that's all. I am putting in a 'hide lightmap' feature though :)
The exporter is now finished. The entire landscape can be exported to a single .b3d file with all settings intact!!! It wasn't easy but I got there after mucho tweaking.
Umm... to get rid of the shadows from the previous level just recalculate the lightmap. If you don't want shadows at all, set the sun to maximum altitude (ie. 12pm 'high-noon). I set it low in the sky because I think its more dramatic, that's all. I am putting in a 'hide lightmap' feature though :)
The exporter is now finished. The entire landscape can be exported to a single .b3d file with all settings intact!!! It wasn't easy but I got there after mucho tweaking.
just save current details in memory before a change is made
Unfortunately, as simple as it sounds, there is a hell-of-a-lot of data that needs saving. Its do-able, but without multi-threading it would cause a distinct pause every time you do something. I'll look into it some more though...