Thanks. Yeah there's a ton of glitches, esp with the water under Blitz (vs WebGL). However, you can try and replace the water by something better. This one covers only the part surrounding the camera. If the latter moves, so does the water rectangle, but in jumps, to appear stationary. But these jumps must fit the tiling scale and animation loop, which is tricky to achieve. As I said, maybe best to be replaced entirely. I'm no waterologist ^^.
Viewing post in Fancy Procedural Terrain comments
Not in this tool. But notice the trees tweaking utility comes with source, including the B3D saving part.
Here I use a feature of copperlicht / webGL that allows to have two textures on one single mesh, whereby the mesh's vertex alpha value determines the visibility of the "top" texture. Additionally Vertex-RGB is used to taint seaground and add diffuse shade under trees.
Hey there rcgdack1, just sign up and contact me here at www.blitzcoder.org