It's not bad, but personally I think he should rather use alphablended mesh terrains, as seen in FLE, ALE etc. While the pop-in/out artefacts of real terrain make them hard to use for things other than water, the limitations in texturing are significant.
Mesh terrains with vertexAlpha will allow to use things like slope angle based texturing and more.
These meshes usually are huge, but you may clusterize them at runtime to reduce the tris count for Renderworld.
Just a suggestion. Tho, the tool is looking good.
Mesh terrains with vertexAlpha will allow to use things like slope angle based texturing and more.
These meshes usually are huge, but you may clusterize them at runtime to reduce the tris count for Renderworld.
Just a suggestion. Tho, the tool is looking good.