I'm just gonna reply to your email here since I don't use my gmail account much, it just gets forwarded to my email address and I don't know that you'll receive a reply from the comcast address.
Maybe you have signatures turned off on the forum, because I have a link to the demo and information in mine, but there's lots of information about my terrain system and a link to the demo in my worklog here:
http://www.blitzbasic.com/logs/userlog.php?user=963&log=1201
That should answer the questions you asked me in your email.
I can't promise you you won't have to make any modifications to it, but it works. It's just not designed to work directly with the shadow system, and like the blitz terrain system it has certain limitations. Mine allows you to use many different textures and use very high detail terrains, but it comes at the cost of video ram for the mesh storage, and it requires you to be more clever about how you handle terrain collisions, and you need to access a few arrays to cast shadows onto it. Oh, and it's possible to see cracks between the tiles if you have the lower detail levels too close to the camera. But at least you're not stuck with one terrain texture, low detail terrains, and no shadows on terrains at all.
Maybe you have signatures turned off on the forum, because I have a link to the demo and information in mine, but there's lots of information about my terrain system and a link to the demo in my worklog here:
http://www.blitzbasic.com/logs/userlog.php?user=963&log=1201
That should answer the questions you asked me in your email.
I can't promise you you won't have to make any modifications to it, but it works. It's just not designed to work directly with the shadow system, and like the blitz terrain system it has certain limitations. Mine allows you to use many different textures and use very high detail terrains, but it comes at the cost of video ram for the mesh storage, and it requires you to be more clever about how you handle terrain collisions, and you need to access a few arrays to cast shadows onto it. Oh, and it's possible to see cracks between the tiles if you have the lower detail levels too close to the camera. But at least you're not stuck with one terrain texture, low detail terrains, and no shadows on terrains at all.