Hmm, trying to line up my concept with what you're saying.
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This was just a test of a general under layer to the objects.
I can't really decipher how this is represented in the image. I'd want also a screenshot of the trnobjs, perhaps selected to show the borders in pink.
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The distant texture is actually bigger than the ones up close, but similar pixel density. To get rid of tiling on out of player areas.
When you say the texture is bigger but same pixel density. Do you mean that the trnobj is bigger but the texture ends up the same size relative to other trnobjs? Or some other way of pixel density being the same?
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I have trouble lining up large sheets in the editor...
Some time ago I personally decided that imprecise TresEd placement of connected objs, both trnobjs and building block models, is not necessarily going to make a noticable difference while playing, so you can eyeball it in TresEd and not worry too much.
There are some cases where I get exact in a quick fashion. Recall that a default square, 1-texture trnobj is exactly 1 meter square when its scale is 8.0. By becoming familiar with variations of this detail on other objs, and remembering powers-of-two or how they add up (512+256 = 768, etc.), you can move a massive trnobj into place and then manually correct it by finding the closest power-of-two. This works for me with the massive Base trnobj, if you begin it at a location which is already lining up to the terrain grid area. Let me know which points may need clarification if you're interested.