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did some evil thinken, realized that I could use the kebrothic vertex painting system with however many textures I want on the same mesh without chunking it (but only 4 at the same vertex) by storing the translation layer on the vertex attributes directly ALSO in whatever "z" order

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each texture slot gets its own Z value (per vertex), and they are height-blended by level. So everything at Z+0 is blended against the floor and each other, result is combined and becomes the new floor, Z+1 starts again from that