I could put a special tweak into CM3 for you, if you like, Can tell me how you know which parts to raise and which parts not? If you can explain it to me, I can explain it to CM3 '>
Woooo, fancy! Well, to be honest, it sounds like more trouble for you than the trouble it would save me (especially since I've done a third of the work by now), but at the same time it presents an interesting exercise for me to describe the process accurately to you. '>
Compared with a standard, flat tile, I want the treetops to rise according to the slope of the black plane beneath. In the flat tile, they are not all exactly the same height above the black plane; there is some variation. This just means that the ones at the raised corners/edges get raised by the amount as the corner of the black plane rises, the ones in the middle by about half as much, etc. It doesn't have to be totally consistent, as long as no part of visible foliage dips beneath the black plane. As well as this, the corresponding branches for four pieces of foliage need to be raised in a consistent way. (Only four pieces of foliage are "supported" by branches; you know which has a branch by which foliage has the top part of the branch beneath it.)
The result of changing the slope of the black plane, and also raising the foliage and branches in a corresponding manner, can be seen in the "plain" forest tiles (r01_01, r02_01, r02_02, and r04_01; didn't get around to the diagonals yet, which has turned out to be a good thing!). In fact, to make things easier, I save the geometry from these plain tiles as scenes. Then, when I'm raising parts of the tiles with platforms, I delete the existing foliage, low branches, and black plane, and merge in these items from the appropriate scene. Then all that needs to be done is to raise the appropriate parts of the walkmesh, platform, and related geometry (decorative details for platforms, supporting trees if present). If there are supporting trees, I need to make sure that they don't overlap with any foliage down below (so a bit of foliage might need to be deleted). For that matter, the lowest verts of the tree trunk and branches, the lowest "circle" of verts from the objects textured with the gradiant texture "thf02_bark03," need to be below the black plane (but not very far below, as that would cancel out the effect of the gradiant texture, melding into darkness).
I have quickly made a couple of pictures to help in my description. The pictures compare a flat half-and-half platform/forest tile to one that is half raised (the raise division being perpendicular to the platform-forest division).
To make the changes needed for the second tile, I would raise the rightmost edge (x coordinate 500) by 50 (my new raise is 3(00)), raise the foliage and branch bits at that edge by 50, those around x300 by 40, x100 by 30, etc. Then the rightmost platform and its various accoutrements (i.e platform, trim, rail, and rail top) would be raised by 50. The corresponding faces of walkmesh would be raised by 50 as well.
That's the best I can do to explain it at the moment. It just seems reasonably finicky and not too hard for me to manage it myself. I must add, though, that I appreciate your kindness in making the offer. If it turns out that it will be easy for you to add this to CM3, then colour me surprised and very impressed! '>