Hi,
I've been using the CreateHeightFieldCollision for a large terrain and it can be created so quickly that I'm able to use it for streaming even large regions of world geometry. My problem is that, it can only generate the height map based on splitting each square across either one of two diagonals. Is it possible to have the option of splitting based on a diamond shape? Basically this means alternating the direction of the diagonal between each 'tile'.
This image shows what I mean (ignore the numbered vertices):
A lot of people generally arrange terrain vertices this way as it gives far better "curves" and makes terrain features symmetrical along X or Z axis (which isn't possible with all diagonals going the same way).
This might be well implemeted by changing the "diagonal" in the CreateHeightFieldCollision to accept constants as oppose to just an int (although these might already exist somewhere the only values that seem to have effect are '0' or '1'.