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-lowres_numpatches <int> // base number to subdivide total area of terrain by for low-res terrain
-lowres_patchsize <int> // number to subdivide each low-res terrain patch by
-maxlayers <int> // hard limit for the number of texture layers
-watercutter_patchsize <int> // unknown, found in dea1 and nab2
-reducewater <int> // unknown, found in dea1
For example, if your terrain is 128x128 and lowres_numpatches is set to 4, the area of each patch would be 32x32 (since 256 / 4 = 32). The actual *resolution* of each patch is determined by lowres_patchsize, which is the patch's geometric subdivisions, so if lowres_patchsize is 2, the resolution of each patch would be 3x3.
What the normal terrain would look like:
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