Hey guys. There's an extremely annoying issue with ZE's terrain that I'm sure most map-makers have encountered at least once, and that's the whole "object height in ZE isn't reflected correctly in-game" problem. Does anyone happen to know what causes this and/or how to fix it other than compensating the objects' height in ZE to make it look right in-game? (This might actually be an issue of the terrain's height information being saved incorrectly rather than the object height information being saved incorrectly.)
Another issue I often see is the issue where a texture slot's tilerange, rotation and/or mapping values refuse to save. Does anyone know the cause of this and/or how to fix it? In my case, the tilerange saves just fine, but the rotation does not - it's always back at 0 after I save and reload a map. I encountered this issue once while editing tat2 for MEU and magically fixed it. I think the issue was that the terrain file was read-only somehow, even though it isn't read-only in the shipped assets...
The final issue I feel should be addressed is sort of a terrain UV issue. This is how the path texture
should be painted:
Here's how it's
actually painted:
I actually first encountered this issue over two years ago with this map (PIO) but I completely forgot how I fixed it.

I think it might have just went away on its own or something. Not sure... I encountered it again today after changing the "asphalt" texture and lowering the tilerange, but reverting the changes didn't fix the bug, not even after manual cleano!

how??
Anyways, if anyone could shed some light on any of these issues, that'd be great.
Here's the map's ter.option file if it helps. :d
Code: Select all
-lowres_numpatches 10 -lowres_patchsize 6 -maxlayers 4