hmmm... I think that is between detailed textures on the terrain. I usually get that early when making a map. Either generating low detail map or putting a quick (low) terrain lightmap on gets rid of that, makes UG work right and fixes some other weird problems. I always do both after adding the first texture and colormaps to a new map. Later you should remove those trenches and things before your final terrain lightmap.
It is only on high resolution textures. I have generated a low detail map as well as low terrain lightmap. UG is undergrowth, correct? I haven't touched overgrowth or undergrowth yet.
I generated the three first layers based on height in a program (bf2 tpaint I believe). (mountains painted on highest, grass medium, sand lowest altitude. Later I manually repainted the grass in a more "virile" color because I felt the grass color I first picked looked too dead. The lowest sand layer also covered too much, so I painted much of it too with grass. I Don't know if that can have something to do with it, but I try to give as much information as possible.
Low resolution looks okay (apart from the horrible low resolution)
High resolutions with small jagged edges with the big square plates that does not match
Both pictures are from the same place.
The map has undergone its fair share of crashes. Including crashing while saving a couple of times.
The small black edges are visible through fog
I also tried to setting the colortiling in the layers from 1/1 to 0/0, but that didn't seem to work either.
Thanks for being patient with me.