by Aaron » Wed Oct 22, 2014 1:28 pm
Hi Onkelpoe,
Yeah, you will need to make sure the tiles share a row/column of overlapping height values (same for textures, etc.) The tiled mesh exporter does this automagically, but in the case of tiled RAW files, you are left to your own devices.
Duplicate tile borders is one way to fix those seams, but it's neither the most correct nor efficient. Instead, I would export the 2049px tiles one by one using the selected area tool (or a script/graph/plugin/etc.) to make sure they actually overlap. For instance, the first tile is 0..2048, the second tile is 2048..4096, etc. This is different to doing a simple tiled RAW export, would would write 0...2048, 2049..4097, etc. (no overlap at 2048). The only problem here would then be ensuring that the altitude scaling would be consistent between tiles, which by default would not be the case with individually exported RAW files. This could be fixed (tediously) by manually calculating and entering the vertical scale in the export format settings, or it could be done programatically in a script, graph or plugin. No more time tonight, but I can possibly look into this in the next few days as time permits. [Edit: Should this be an 'export to Unity3D RAW' plugin? I guess so.]
When you load the offending RAW tile back into L3DT, can you see the steep border at the edge? What does it look like in Sapphire?
Best regards,
Aaron.