noMatt wrote:(sorry for suggestion spamming

)
No, this is great! I would never have thought of these ideas.
I'm not sure higher-res terrain grids are possible, I didn't look much into it. Marth mentioned space terrains seem to have lower-res grids, but in the actual terrain file those might be just normal-res terrain with less of the grid lines showing. Even if it
is lower-res, that just proves lower-res terrain is possible, something I'm not so sure many people are interested in.
Spaces to set rotation angle before placement, and a tick mark for random rotation, are quite possible, and good ideas - I remember myself being frustrated when trying to make a forest map.
A cluster placement tool might be neat, but it'd be really hard to avoid having some props intersect others. With high enough densities the modder would likely have to go in and seperate them by hand. Still doable, though.
Auto barrier generation, maybe - I'll look into that when I start playing with AI planning. I'm a bit confused - if the odf
can set the radius, what's left?
The ZETools are not intended for making terrain, they're model export tools. With them you can export a wide variety of props and guns and units and vehicles, but the makers of the Mod Tools themselves never intended people to make terrains in XSI.