L3DT release 2.5 is spending one last week in the purgatory that is final debug, so I can now give the definitive list of new and improved features for this release:
- There's a new 3D renderer, which you can open from the toolbar. Although it's still not quite as fast nor feature-complete as L3DTVi2, it does not have any of those nasty file format-related crashing problems that plague the use of L3DTVi2.
- The display rendering of large maps in the main window is much faster, due to a mip-mapping algorithm.
- There is more extensive mosaic map support, including options like resizing heightfields, and tools like manual water flooding.
- Heightfield erosion modelling is stronger and more realistic.
- The RAM requirements have been reduced for exporting maps when resizing (e.g. exporting 4k x 4k map as 4097x4097).
- A copy/paste feature has been added for cloning parts of the map.
- An 'Export to Torque Atlas' option will also be available for TGEA users. This requires a plugin, which will be included by default for users who purchase L3DT for Torque from GarageGames. For users who purchase L3DT Professional from Bundysoft, the plugin will be freely available as a separate download (installation takes about 3 seconds). Note this plugin is still being debugged.
- There is also a new variable-precision compressed heightfield format option (HFZ), which can give better accuracy than HFF/TER, or smaller file sizes, or both (depending on desired precision).
- Penultimately, there are additional heightfield effect options, such as smoothing and inflation (see 'Operations->Heightfield' menu).
- And finally, there has been some mild re-jigging of various interface elements, following feedback from users.
Anyway, if you'd like to see a more detailed list of changes, please consult the v2.5 development plan.
Best regards,
Aaron.