Mine sure don't. Here's my code...
make object terrain obj ` create the terrain object
set terrain heightmap obj, LUA ARRAY string("Game->terrainMap") ` set the heightmap
set terrain scale obj, LUA ARRAY int("Game->terrainScaleX"), LUA ARRAY int("Game->terrainScaleY"), LUA ARRAY int("Game->terrainScaleZ")
set terrain split obj, LUA ARRAY int("Game->terrainSplit") ` split value by 16 * 16
set terrain tiling obj, LUA ARRAY int("Game->terrainTiling") ` detail map tiling
set terrain light obj, LUA ARRAY float("Game->terrainLightXDir"), LUA ARRAY float("Game->terrainLightYDir"), LUA ARRAY float("Game->terrainLightZDir"), LUA ARRAY float("Game->terrainLightRed"), LUA ARRAY float("Game->terrainLightGreen"), LUA ARRAY float("Game->terrainLightBlue"), LUA ARRAY float("Game->terrainLightIntensity") ` light - xdir, ydir, zdir, red, green, blue, intensity
set terrain texture obj, terrain.texture, terrain.detail ` base and detail texture
build terrain obj
terrain.sizex=object size x(terrain.object,1)
terrain.sizez=object size z(terrain.object,1)
position object terrain.object, -terrain.sizeX/2, 0, -terrain.sizeZ/2
For some reason the native terrain size commands don't seem to work, so I use object size and assign that to a type variable for easy reference later. I'm also centering the terrain so that 0,0 is not the corner, but now the center of the terrain.
I use LUA, here are the values of the variables...
terrainMap="Media/map.bmp",
terrainDetail="Media/detail.tga",
terrainTexture="Media/texture.bmp",
terrainScaleX=60,
terrainScaleY=10,
terrainScaleZ=60,
terrainSplit=16,
terrainTiling=2,
terrainLightXDir=1,
terrainLightYDir=-0.25,
terrainLightZDir=0,
terrainLightRed=1,
terrainLightGreen=1,
terrainLightBlue=0.78,
terrainLightIntensity=0.3,
I use a 256x256 heightmap, and I scale it up. There is really no reason to use a heightmap bigger than that. My world is 15299x15299 units big, and my characters are 60 units tall. It's HUGE. Using a bigger heightmap just makes many more unnecessary polygons.
Come see the WIP!