Exporting the 582 files for the blanks set right now... for the 3rd time.
I have this interesting set of scripts which determines the elevations of the corner verts on all tiles, and a group of scripts that create walkmeshes and aurorabases just by selecting ALL the tile sections in a scene and running the script. What my script failed to take into account was that GMAX shows me a position accurate only down to 5 or 6 decimal places. Unknown to me was that I had apparently rolled the mouse wheel while editing 200 or more tiles, and my mouse wheel setting is so low that it only moved deep fractions of a centimeter. My scripts were not set up to round to the nearest integer, and so it made a very large mess. I didn't discover this until my other script, which puts all the tiles in a directory into a SET file, told me I had nearly 200 tiles for four corners at base ground zero. WHAT?!
Anyway, I think I got it now. Just waiting on nwmax to export them all at once. The "(not responding)" message seems to stay up for 10 minutes or so before the nwmax icon goes red for another 5-10 minutes.
So what this set has so far, other than a lack of texture, are the following height changes.
water at -3m
base ground
height changes of +1 +2 and +3, at 3m each
smooth crossers for every instance where maximum height change between two corners is 3m.
up to 3 varieties of some tiles, especially diagonal tiles where ramps might be best placed in the center of a tile.
I still have not yet finished walls or streams, but at this point, that should be another issue of automation. Before it was an issue of making sure I didn't miss something... which I had. About 6 combination groups with no base level. Not sure how I missed that.
The walkmesh is entirely open for now, and all dirt. So you can walk anywhere, up any height slope. And I am using Sen's spreadsheet to get the heights to interchange correctly in the toolset by just using the +/- tool.
If all checks out, I will pack and release the 582 tiles and SET file so far, possibly tonight. That should at least show how it works.
I've z-axis painted the tiles with a 5 color gradient for better specific tile locating in my GMAX file. But I left the uvw map in that order when I exported them. If you keep the texture I pack them with, instead of white, they'll show blue where water is supposed to go, and raise up through green, fall gold, gray, and to bright gray. These colors do not correctly transfer from tile to tile over border edges. It is just to show height changes on a specific tile.