Rich,
Quote: "there is a SET TERRAIN SCALE command that will let you decide how many faces per pixel you want for your terrain"
Nah, the scale factor only sets the actual terrain scale, if you multiply the scale factor by the heightmap size you get the overall size of the terrain - those scales are for each time.
So, SET TERRAIN SCALE Ter,Xs,Ys,Zs
I like to have 100 unit tiles, so I would scale it all by 100, maybe scale on Ys by 40% or something though.
Outscape,
There are actually 3 types of native terrain - matrices which are more like a leftover from DBC, but also advanced terrain plugin, which is pretty much standard now - and also the 3D world terrain, which is horrible and not even worth looking at. That was the first proper terrain system in DBPro, but we all found better ways.
I tend to use objects and a shader to give me lots of blended textures, vertex modification, stuff like that. One thing I'm looking at is seed generated terrain - rather than trying to make a terrain from scratch (tedious) or from a drawn heightmap (fiddly) I'm generating perlin noise style terrains, but butchered and simplified - generated from a text string. I plan to generate a terrain, then adjust it - but then only save the adjustments rather than the whole thing. A float variable heightmap, at 1024x1024 (the size I use), would mean a data file of 4mb. 4mb of data that is tough to compress, just for 1 single terrain - and I'm not even talking about texturing yet. Instead I can generate the terrain from seed, apply the changes, and be done in time for kippers. My idea is that people can name a terrain after themselves, and that becomes their sandbox, it's an extreme sports game.
If I didn't smooth my terrain after generating it, it would look terrible, jaggies all over the place. After smoothing the data 2 or 3 times, it looks perfect - I think that's just the way of things. For instance, my system uses a morons version of perlin noise, only the height array to go on, no extras - and all the raw control points are set right onto that. But as I said, it only looks mountain-like after I smooth it out. It's a vital step that advanced terrain doesn't seem to care too much about - you can't smooth out advanced terrain, and making 32-bit gray scale heightmaps is a nightmare.
I'm sure AT supports more than the standard gray scale, like RGB(128,128,129) is just slighly more than RGB(128,128,128) - it would give you 24-bit gray scale instead, or 0-8.5mil instead of 0-255. Generating this image is not easy though, I would suggest making your own heightmap smoothing and export program.