gajop wrote:- Matching a heightmap/diffuse void map to each feature is hard and doing it manually takes a really long time.
I assume you mean the image based heightmap to geometry matching.. yes its difficult. I resolved it by not creating an image based height map.
my tile sections were direct vertex positions from a mesh put into the 'heightmap' and they matched perfectly.
my basic process was:
1. model whatever i wanted
2. create a plane tesselated to match what spring would represent as the ROAM terrain
3. use the skin modifyer constraining axis to z on the ROAM mesh to match my custom geom
4. tweak the vertex z positions of the ROAM mesh to match as accurate as possible my custom geom
5. run a script on the ROAM terrain to export exact vertex z positions to a 'heightmap'
gajop wrote: It's not possible to do make an exact representation and it might look odd with pathing/projectile collisions
tis true