Hello,
I'm using Unity 5.0.0f4.
I wanted to make a 5x5 map in unity using 25 terrain that are 2000x2000 units each.
But I realised that unity didn't really like importing 2000x2000 (for terrai nraw import) textures so I changed to 2048.
So now I'm at 4x4 because if I resize the heighmap in L3DT to 10k*10k, some pixels are streched and it ends up in unity as a flat streched plane near the edge on some of the tiles.
I did not try to scale up the whole heighmap in L3DT before rendering the tiles.
I am using L3DT Pro 15.01 dev build.
I created a new project this way:
Designable map => Width and Height to the max, I did not split the map there or checked edge wraping, I left the Horizontal scale to 10 (I changed it later after the map was rendered to 1 for testing purpose).
Then, HF/DM ratio to 64, chose a Tropical climate and set the parameters I needed and I rendered a Design and an Heighmap.
In order to split the map in several 2k maps I first used the regular export tool with "Split map into tiles" checked. I tried both 2048 and 2049 tiles.
When I tried those textures in unity the gap was huge.
I tried later with "Export overlapped tiles" with both 2048 and 2049 and the result was better (seen screenshot of the first post). The program asks me to resize the map each time for a few pixels, seems normal to me.
Thank you for your answer.
EDIT:
Also I can't find a way to open raw files and save it in photoshop.
I tried several ways to do it but none worked, when I save it with photoshop the map is glithched.
I open in photoshop my raw file, he sees it as a 8bit file sadly.
I see that there are 2 alphas, I try to modify both of them and save as a raw file, interlaced or not, and open it in L3DT to see the result, and it is a mess.
I tried to change the file to greyscale and then change it to 16 bits but it doesn't matter, the problem is the same, it's a different mess^^.
Is there a way to modify a map generated in L3DT in Photoshop and save it?