Terrain cut

hey guys, i would really like to use this script from smokey monkeys, but i dont know how their blog is in chinise and i cant fully understand the script. So far i’ve attached it to a block and it creates a map on the terrain where it will be cut but i dont know how to run the final cut.

heres the script:

var sizeX:int = 2;
var sizeY:int = 2;
var terrain:Terrain;

private var myRenderer:Renderer;
private var mf:MeshFilter;

function Start() {
    makePoly(false);
    
    myRenderer = renderer;
    if (!myRenderer) {
        myRenderer = gameObject.AddComponent(MeshRenderer);
        myRenderer.hideFlags = HideFlags.HideAndDontSave;
    }
    mf = GetComponent(MeshFilter);
}


function OnDrawGizmosSelected() {
    makePoly(true);
}


private var verts:Array = new Array();
private var uvs:Array = new Array();
private var inds:Array = new Array();
private var nmls:Array = new Array();
private function makePoly(isEdit_:boolean) {
    if (!terrain) {return;}

    var w:int = terrain.terrainData.heightmapWidth;
    var h:int = terrain.terrainData.heightmapHeight;
    var meshScale:Vector3 = terrain.terrainData.size;
    
    var tData = terrain.terrainData.GetHeights(0, 0, w, h);
    meshScale = Vector3(meshScale.x/(w-1), meshScale.y, meshScale.z/(h-1));
    
    var stX:int = Mathf.Floor(transform.position.z /meshScale.z);
    var stY:int = Mathf.Floor(transform.position.x /meshScale.x);

    var vCountW:int = sizeX +1;
    var vCountH:int = sizeY +1;
    
    var ii:int = 0;
    var xi:int = 0;
    var yi:int = 0;
    verts.Clear();
    uvs.Clear();
    inds.Clear();
    nmls.Clear();
    for (var y:int = stY; y < stY +vCountH; y++) {
        for (var x:int = stX; x < stX +vCountW; x++) {
            verts.Add(Vector3.Scale(meshScale, Vector3(y, tData[x,y], x)) -transform.position);
            uvs.Add(Vector2(1.0 /(vCountW -1) *xi, 1.0 /(vCountH -1) *yi));
            nmls.Add(terrain.terrainData.GetInterpolatedNormal(x/(w -0.0), y/(h -0.0)));
            if ((x < stX +vCountW -1)  (y < stY +vCountH -1)) {
                inds.Add(ii);
                inds.Add(ii +1);
                inds.Add(ii +1 +vCountW);
                inds.Add(ii);
                inds.Add(ii +1 +vCountW);
                inds.Add(ii +vCountW);
            }
            ii++;
            xi++;
        }
        yi++;
        xi = 0;
    }

    if (!isEdit_) {
        if (!mf) {
            mf = gameObject.AddComponent(MeshFilter);
            mf.hideFlags = HideFlags.HideAndDontSave;
        }

        mf.mesh.Clear();
        mf.mesh.vertices = verts.ToBuiltin(Vector3);
        mf.mesh.uv = uvs.ToBuiltin(Vector2);
        mf.mesh.normals = nmls.ToBuiltin(Vector3);
        mf.mesh.triangles = inds.ToBuiltin(int);
    } else {
        for (var i:int = 0; i < inds.length; i += 3) {
            Gizmos.color = Color(1.0, 0.7, 0.0, 0.5);
            Gizmos.DrawLine(verts[inds[i]] +transform.position, verts[inds[i+1]] +transform.position);
            Gizmos.DrawLine(verts[inds[i+1]] +transform.position, verts[inds[i+2]] +transform.position);
            Gizmos.DrawLine(verts[inds[i+2]] +transform.position, verts[inds[i]] +transform.position);
        }
    }
}

where the hell do they find the resources to create a script like this?

i think this must also be used with the script

@script ExecuteInEditMode

var disablePixelLights:boolean = true;
var textureSize:int = 1024;
var renderingLayers:LayerMask = ~20;

private var camCount:int = 0;
private var isVisible:boolean = true;

private var filteredCameras:Hashtable = new Hashtable();
private var layerFilterTexture:RenderTexture = null;
private var oldLayerFilterTextureSize:int = 0;
private var myRenderer:Renderer;
private var myTransform:Transform;
private var shaderMat:Material;

private var renderProjectionShaderStr:String =
    "Shader \"FX/Render Projector\" {" +
    " Properties {" +
    "  _MainTex (\"Texture\", 2D) = \"white\" { TexGen ObjectLinear }" +
    " }" +
    " Subshader {" +
    "  Pass {" +
    "   Tags { \"Queue\" = \"Geometry+10\" }" +
    "   Offset -32,-32" +
    "   Cull Back" +
    
    "   SetTexture[_MainTex] {" +
    "    matrix[_ProjMatrix] combine texture" +
    "   }" +
    "  }" +
    " }" +
    "}";


function Awake() {
    myTransform = transform;
}

function Start() {
    myRenderer = renderer;
    if (myRenderer) {
        myRenderer.castShadows = false;
        myRenderer.receiveShadows = false;
    }
}

function OnBecameVisible() {
    isVisible = true;
}
function OnBecameInvisible() {
    isVisible = false;
}


function OnWillRenderObject() {
    if (!enabled || !myRenderer || !myRenderer.enabled || !isVisible) {return;}

    var cam:Camera = Camera.current;
    if (!cam) {return;}
  
    var filteringCamera:Camera = CreateCameraObjects(cam);
    var oldPixelLightCount:int = QualitySettings.pixelLightCount;
    if (disablePixelLights) {QualitySettings.pixelLightCount = 0;}
    UpdateCameraModes(cam, filteringCamera);
    filteringCamera.Render();

    if (!shaderMat) {
        shaderMat = Material(renderProjectionShaderStr);
        shaderMat.hideFlags = HideFlags.HideAndDontSave;
        shaderMat.mainTexture =  layerFilterTexture;
    }
    shaderMat.SetMatrix("_ProjMatrix", createProjectionMatrix(cam));
    myRenderer.sharedMaterial  = shaderMat;


    if (disablePixelLights) {
        QualitySettings.pixelLightCount = oldPixelLightCount;
    }       
}

function OnDisable() {
    shaderMat = null;
    if (layerFilterTexture) {
        DestroyImmediate(layerFilterTexture);
        layerFilterTexture = null;
    }
    for (var item in filteredCameras) {
        DestroyImmediate((item.Value as Camera).gameObject);
    }
    filteredCameras.Clear();
}


private function createProjectionMatrix(camera_:Camera):Matrix4x4 {
    var scaleOffset:Matrix4x4 = Matrix4x4.TRS(Vector3(0.5, 0.5, 0.5), Quaternion.identity, Vector3(0.5, 0.5, 0.5));
    var mtx:Matrix4x4 = Matrix4x4.Scale(Vector3(1.0/myTransform.lossyScale.x, 1.0/myTransform.lossyScale.y, 1.0/myTransform.lossyScale.z));
    return scaleOffset * camera_.projectionMatrix *camera_.worldToCameraMatrix *myTransform.localToWorldMatrix * mtx;
}

private function UpdateCameraModes(src:Camera, dest:Camera):void {
    if (dest == null) {return;}

    dest.clearFlags = src.clearFlags;
    dest.backgroundColor = src.backgroundColor;       
    if (src.clearFlags == CameraClearFlags.Skybox) {
        var sky:Skybox = src.GetComponent(Skybox);
        var mysky:Skybox = dest.GetComponent(Skybox);
        if (!sky || !sky.material) {
            mysky.enabled = false;
        } else {
            mysky.enabled = true;
            mysky.material = sky.material;
        }
    }
    dest.farClipPlane = src.farClipPlane;
    dest.nearClipPlane = src.nearClipPlane;
    dest.orthographic = src.orthographic;
    dest.fieldOfView = src.fieldOfView;
    dest.aspect = src.aspect;
    dest.orthographicSize = src.orthographicSize;
    
    dest.worldToCameraMatrix = src.worldToCameraMatrix;
    dest.cullingMask = renderingLayers.value;
    dest.targetTexture = layerFilterTexture;
}


private function CreateCameraObjects(currentCamera:Camera):Camera {
    var filteringCamera:Camera = null;
   
    if (!layerFilterTexture || oldLayerFilterTextureSize != textureSize) {
        if (layerFilterTexture) {DestroyImmediate(layerFilterTexture);}
        layerFilterTexture = RenderTexture(textureSize, textureSize, 16);
        layerFilterTexture.name = "__LayerFilteredTexture" +GetInstanceID();
        layerFilterTexture.isPowerOfTwo = true;
        layerFilterTexture.hideFlags = HideFlags.DontSave;
        oldLayerFilterTextureSize = textureSize;
    }
   
    filteringCamera = filteredCameras[currentCamera] as Camera;
    if (!filteringCamera) {
        var go:GameObject = new GameObject("Layer Filtering Camera id" +GetInstanceID() +" for " +currentCamera.GetInstanceID(), Camera, Skybox);
        filteringCamera = go.camera;
        filteringCamera.enabled = false;
        filteringCamera.transform.position = myTransform.position;
        filteringCamera.transform.rotation = myTransform.rotation;
        filteringCamera.gameObject.AddComponent("FlareLayer");
        go.hideFlags = HideFlags.HideAndDontSave;
        filteredCameras[currentCamera] = filteringCamera;
        camCount++;
    }
    return filteringCamera;
}

and heres site link:

http://www.smokymonkeys.com/kyrill/

interesting!