decals may work for flat terrains, but they may intersect hills and things. Decals are simple quads, positioned a bit over the ground, using an alpha texture to fade out the edges.
Blitz terrains force you to use one texture stretched across the entire terrain. A further solution would be to create a mini-terrain for each explosion location. you would then lay the mini terrain onto the main terrain and apply a fine texture to it. you could use TerrainY() etc. to position the Mini Terrain, although this would force you to use the same segment size and to position the mini terrain on a segment borderline.
what I would do is: I would use a number of prefab crater meshes and simply position them at the impact coordinate. Simple, easy and nice looking.
Oh, and BTW: if you use one big texture for the whoe terrain and draw to it, as I suggested first, you need to scale the texture this way:
scaletexture tex,terrainsize(ter)*ter_scalex#,terrainsize(ter)*ter_scalez#
Note: ter_scalex and y is the factor you used to scale the terrain in x and z.
Blitz terrains force you to use one texture stretched across the entire terrain. A further solution would be to create a mini-terrain for each explosion location. you would then lay the mini terrain onto the main terrain and apply a fine texture to it. you could use TerrainY() etc. to position the Mini Terrain, although this would force you to use the same segment size and to position the mini terrain on a segment borderline.
what I would do is: I would use a number of prefab crater meshes and simply position them at the impact coordinate. Simple, easy and nice looking.
Oh, and BTW: if you use one big texture for the whoe terrain and draw to it, as I suggested first, you need to scale the texture this way:
scaletexture tex,terrainsize(ter)*ter_scalex#,terrainsize(ter)*ter_scalez#
Note: ter_scalex and y is the factor you used to scale the terrain in x and z.