Hi Nicethugbert,
nicethugbert wrote:I would suggest [...] use the name of the terrain material with the largest coverage.
If you use single alphas per image, then I agree that might be helpful. However, most users of L3DT pro use 3 or 4 alphas per image, such as this:
This example is an RGB alpha map where red = std_grass (55%), green = std_sand (16%), and blue = std_cliffs (29%). In this case, I don't think naming the whole alpha map layer after just the first material would be helpful, as it is equally as important to know what the other two layers are. In the case of 4 layer RGBA alpha maps, you'd want to know all four.
Now, I could change the system such that when you make monochrome alpha maps (one layer per image), the name of the layer is taken from the material. However, this might break compatibility with 3rd party game engines, applications, plugins and scripts, some of which rely on the current alpha naming scheme to access the map layers. The engines/apps/plugins/scripts could be modified to lookup the list of alpha map names before accessing the alpha maps themselves, but this will take time, and in the mean time compatibility will be broken and bug reports will roll in. My feeling is that the benefits are outweighed by the costs; hence I am disinclined to make this change.
That said, I can write a script for you that would export the alpha layer images using their material names. Would this suffice?
Best regards,
Aaron.