well I'm no big fan of that method to extrude the mesh beyond the tile edges
But why? I find it works very well with certain texture and shape, especially the black hills granite with the multiple vertical folds. The method also works with out-of-tile trees. I commonly use walkable trees. If the tree is under so many inches thick, in comparison to the size of the player model, I allow passing through that tree. just like dungeon siege.
anyway i see the multiple raise the only way to get the look of a "true" mountain terrain in nwn, with steep raise that goes in hand with gentle hills
You'll see this tileset uses a few different methods to portray height. It has the mountain shown (10m) be the "raise" value. It gives two crosser types to be combined with two adjacent raise uses, making a sheer 20m cliff. It has two 5m terrain types which fit in between the "raise" and previous level. And it has two "slightly raise" terrain types, for 1m and 2m respectively. At this point 2m can be banked up against "raise", but not 1m. Right now the 1m cannot be banked against anything. When finished, all the raise types will be placeable near the higher types. So you'll have various contoured slopes leading up to jagged mountains: 1m, 2m, 5m, 10m, 20m. I may go so far as including 11m, 12m, 15m, 21m, 22m, and 25m, so that when a user places 1, 2, or 5m terrain, it won't stop them from attempting to use the raise feature. Instead, it will be simply fluid and modify as needed.
There is another method, one which I have used before, and very much liked. Instead of letting the tileset handle the "raise" feature, you use a GFF editor to change the height of tiles in the area file. This method is not interchangeable with the toolset tile placer, but once you do use the GFF method, you can still open it in the toolset and place objects, or even modify tiles as long as those tiles are not touching something the toolset cannot understand. Ive used a total of 8 height types and then modified their placement with the GFF editor. So I can have 3 height transitions on a single tile, just like dungeon siege, AND I can incrementally raise beyond one level. I made all increments multiples of 2m, so everything lined up really nice. That uses a single terrain for all levels, so the groups you can place on level 0 work on all 8 levels. To do that in the toolset, you'd need A LOT of repetitious tiles, and that takes up a lot of space and load time (same group for every level used). The GFF method saved me more than 75% of the model work I would have had to do. Somebody should alter the toolset so that we can use multiple increments at once (from 0 to 2 or higher), and then update the set editor to follow. The engine works with it just fine.