And going back to the development I present the first ever Playable/ Collidable/ Walkable terrain mesh in Starcraft 2. Larger than the actual map a bit, you can imagine a village can fit in the depression area ther. Was rather lazy so I painted it fast to see how it would look in sc2. I will combine more layers like AO, detail map, "Terrain mesh normal" and a colormap.
Ok this is revolutionary!!!
The last important piece of the puzzle is complete, "the mesh terrain". Success in using one single large mesh with no divisions which means a pentium 3 can have it all for breakfast.
By Making a composite material with 2 UV's, one tiled and the other one for the blend mask, more than 7 texture can be combined together similar to how a terrain brush works. You get to have max quality terrain textures, it blends super fine and best of all you can tile them as much as you want. This technique is not made using the terrain material or does it have to do anything related to the terrain, It's treated just like any other sc2 object which will be flash fast on performance. You can all say goodbye to the nightmare that is the terrain or reducing the far view of the camera for good, it's obsolete.Disadvantage is that you won't be seeing what your doing so you'll have to find a way to paint the alpha masks somehow.
One more thing I would like to add is a model distance culling, that might be impossible for the terrain since it's one object but it's not hard for the rest.
Performance, Performance, Performance!