What you see here is the final result of my efforts to export a mesh from Armok Vision, and load it with 3ds max. Apologies for the low frame rate, I wanted a quick render.
The problem from before with the vertex colors was, indeed, what I had suspected before. Turns out 3ds max doesn’t like vertex colors on solitary vertices, unattached to any faces. After re-writing my mesh merging code to only attach the vertices that are needed, instead of blindly merging all of them, things go much more smoothly.
I also changed how the mesh merger behaves when it runs out of available vertices (Unity has a limit of 65535 vertices per mesh). Before, it would just fail outright it the resulting mesh would go over the limit. Now it keeps adding tiles until it runs out of space, and stops there. This will leave smaller holes in the terrain than before.
Best of all, now that I have this out of my system, I can go back to the rather tedious work of putting all the systems in place for picking sprites for creatures.
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