Did he take the original L3DT exported signed raw heightmap file and rework it in L3DT, export the results, then re-import back into the original buzzsaw project. Or, did he have to create a new buzzsaw project and import the modified export raw file from L3DT and use the OBA file from the first buzzsaw project for relocating all of the objects? Or, is it possible to modify the heightmap of a finished terrain to make elevation and feature changes, then import it back in and not effect the object location placements except of elevation values or the terrain tile overlays in place? Is that what the MDM and DAT files control?
If my sanity holds up with oceania and I decide to do a Med terrain tile set map, I'll purchase a single L3DT Pro license.
I've realized using the raise hill tool is not very complicated for laying down mountain ranges with random effects in a defined space like a large island after seeing how Artik's program ran the mountain building and the scale inside of 2x2 mile blocks. I wasted a lot of time being too stylistically artsy while Artik's program in a way just brute forced the best possible outcomes with the polygon mesh limitations. I took a look at pictures of New Guinea in the areas I flew NOE through in FSO. The overall replication of the rock formations is enough that the terrain from above looks recognizable after looking at the New Guinea area photos. When you get up close inside of the mountain ranges, it looks like all the same polygon issues you can't ever work out by spending hours on a single feature. You just save that for the 6x6 area around base objects.
I really thought I could coax the polygon limitations if I just kept at it for hours at a time on some 10 mile stretch of mountain range.....you really need a face palm emoticon. This one will do until then