What i'm saying is that the current map file format needs to be scraped for a new format. It will keep size down and will allow for larger maps
Heres what I purpose:
1. Map editor
->Make a program that allows you to make a map using a hight map as the data for creating the 3d mesh.
-> Then allow you to apply textures to the surface, using a standared size of 2048x2048.
->Also allow for a command that outputs 2048x2048 tiles of the entire map into a folder if you wish to make textures for the map. This would be eather grayscale tiles or a gray tile with the mesh in color depending on its hight.
->It would have sculpting tools for any terrian work, or making your own terrian.
->Edit and alter resource metal maps with a brush(paint mode).(this would be stored in tile format like the texture, except the game can alter the tiles resource use). Also be able to turn map on for when placing metal depostis.
->Feature placement: By hand, area fill, map density fill options. Also a feature libray that works simular to TA in that features are grouped by world, and you select which ones you want, then place them on the map.
->3d preview window that allows you to see what the map looks like with out having to compile it ad run it in game
->climate, weather, atmosphere, sun lighting, ground consitency, tidel, wind speed, editing options
->Would save the contents of the file, will only compile when told to in map editor
->Texture libray, for textures(includes main folder and any subfolders, and any files anywhere else that you select).
2. Map file
->would include the 3d mesh file of the map.
->metal map tiles(editable).
->texture tiles.
->texture placement info file.
->feature placemet info file.
->enviroment, lighting, ground consitency tidel, windspeed data file(main climate file).
->Metal map resource info and tile placement file.
->compiled for faster operation.
This would help alot in map making if implimeted.
