I fooled around with the Xproc Mesh a long time ago.
I'm very curious about that custom program you're using.
On another note, that spiffy looking heightmap program on your website, does it also export to obj? And does it edit the terrain the same way like in UnrealEd?
This sounds sexy...but what does it mean? You don't use the Unreal terrain editor, just for deco and roads?
The xProcMesh works great. See my
tutorial for info on using it for a myriad of custom map assets. This is the only comprehensive tutorial I know of for the xProcMesh on the entire Internet. I'll be releasing an RO specific version of my xProcMesh Banners and such for the community when I am done Petros.
The custom software I use to extract my xProcMesh water table for my maps is of course my HMCS or HMES applications.
I extract the water table from the heightmap or alphamap file. It takes usually about five minutes to do it.
HMES will eventually have the ability to export an optimized water mesh by determining the required mesh triangles from a specified plane and where it intersects the heightmap, eliminating my current need of extracting and removing that one step in the current process.
Both HMCS and HMES export to .obj (and other 3D formats like .stl, etc.). HMES which is still under development will export to a pile of additional 3D formats including .3ds, .ase, .t3d, etc.
HMES is a full editor/creator so it allows creation and modifying. Think UnrealEd+3DSMax+<your favorite terrain program power*1000>. It is only available to Epic, UE Licensees and game studios.
"Algorithmically generated" means that I create all of the texture Layers externally so I don't have to spend the time painting everything onto the terrain. This can cut days off of my map development time. The only areas that I still must hand-edit are roads, etc., but I am eventually incorporating that feature into HMES so I no longer have to do that either.
I developed and refined the terrain procedure that I use over the past few years, sorry, I do this for a living as a level designer so I won't be writing any tutorials on how I do it.
As you mentioned, I currently only use UnrealEd's Terrain Edit for painting roads and adding deco, and any minor adjustments to the terrain and layers while I am working on the map. Technically I could also do most of the deco layer density textures externally.
Re: Petros
Latest alpha screenshots of the one area I have about half completed.
The proxy building will be replaced by a damaged train station staticmesh.
Unfortunately the screenshots don't tell much, without being inside of the map you really miss a lot of the detail. The red flag on the dock pole is a custom vertex-animated mesh pennant.