With the help of CM3, I found a few minor tweaks I would rather have directly in the NwMax exporter. Unfortunately, it took me all day to decide that I needed to just do that modification to make my life easier. I should have done that months ago (maybe years).
After using CM3 to do some serious fixing on simple stuff, and tell me exactly what is wrong with some things, I got the exported tiles down to a minimum size while still functioning. I hate pivot errors for NwMax. Keep in mind I'm using a modified version of 0.8b still because it has all my changes in it.
CM3 did a horrid number on my walkmeshes, so I had to manually figure out what was wrong with those. Mind you this is the first and second time I have seriously used that for anything like walkmeshes, so I really don't know how and why it is doing what it did to those. Somehow, it took the existing walkmeshes and made one or two points on 6 models shoot out to some random number millions of miles away from my model, or at least that is what it showed in GMax after I reloaded them when it would not work anymore. Every single log entry showed that some point was outside the model bounds, even though all verts, and model positions were snapped to correct integers, and no verts were outside the allowable mesh square area.
I really like the simple things CM3 does, like welding tverts and stuff. Very nice. File size went way down, and complexity did to. They load super fast now.
I decided to fix the WM issue to just clone off the primary trimesh and rebuild my walkmesh again, as usual, and they work fine that way. No vert spikes on the walkmesh out to space. I also modified the line of code in the old NwMax to check for pivot != local parent center. That fixed the issue of having to have world-zero pivot. Why would it need pivots on tiles to be 0 world center? Makes no sense. It should be zero local center, or technically aurorabase center. Anyway, much better now. I also put in the NwMax script to add those shadow/render 0 lines on export. Save some time in the future.
Appearance-wise, I was unhappy with what my script does around the edges of tiles, not smoothing from one to another. I have been trying to figure out a nice cutting algorithm to make two cuts at the edges of tiles so that it flows perfectly into the next. That will be another time. So in this colorless release, I am trying them smoothed at 15 threshold to see how they work. Although angular, I think with some very minor tessellation on the primary mesh, it would look a lot better, even if that does bloat file size. Otherwise, they work great, and I can walk the entire accurate walkmesh equal to what you see in game.
What I want to do next release is add some tessellation only on the primary trimesh, or build a script which chamfers the edges without making a mess. It would then pick only edges not already smooth to a threshold of 15. Hopefully a single chamfer on those edges will soften the majority to look more realistic, without being 100% smoothed. Something to try anyway. Sounds fun to teach a robot to do select chamfering. If only I could get a robot to do that with real wood, I could make a fortune.
Let's see... Oh I also fixed the shallows, and smoothed those a bit, as I had with the +1 and +2 rise previously.
I really like the noise in this one. I was afraid I was going to have to make 2-3 varieties for each tile, and I still may, but it doesn't seem required, as the variety is less on the tile and more in the builder's layout. By choosing to not make a wall the same height all the way across, the similar tiles at different elevations create the world static needed to destroy monotony.
Here's the current version link