Textures maps are saved in the normal X*X format: 256x256, 512x512, etc.
For the RAW exporter, I'm definately not sure what the best approach would be -
Right now if I save a project with multi sectors it generates a RAW for each sector - which is nice for testing and/or editing if you're terrain will change, but doesn't really take advantage of TSE's terrain management.
Massive Landscapes wrote:
Supports landscapes of arbitrary size, bounded only by disk space. The current system supports approximately 10 quinquagintillion (or ten thousand quintillion vigintillion for those Brits in the audience, or 10154 chunks on the base level)."
Unique Textures wrote:
Atlas supports a single massive texture for your entire terrain! Every texel is unique. Support for extremely large textures (in excess of 32,768 by 32,768 pixels) on all hardware. Of course, all this is streamed, so you only pay memory cost for the texture detail near you. A future release will support on-the-fly texture blending like the legacy terrain.
Ideally I'd like the ability to export the entire project as one RAW (with the X+1*X+1 added to the overall RAW) and one texture map.
