Hiya.
The plugin *is* beta right now. I can get a terrain exported that has the terrain as both a wmb and a hmp file, but only the top most texture layer is exported; eventually, the plugin will allow exportation of the texture layers for use as a multitexture shader (maybe it already does that, but I don't know multitexture from multipass as far as shaders are concerned, really).
Object information is exported, but because GROME II uses .dae (COLLADA) as it's primary object file format, you have to have these models as .md7 or .mdl files...then when the terrain is read into WED/GED, the referenced objects are automatically 'replaced' by the equivalent mdl (so, yes, when you push the export button, all the trees, grass, etc. with multi-instances on the terrain is 'exported'...as long as you have those objects as .mdl format for when you open the terrain in WED/GED).
Not sure about the water, but it's probably going to be relatively easy to implement; just a plane, really, with a shader applied to it. Sun parameters are also probably do-able; just info, no real 'model', so that makes it easier I would think.
So far, I'm still comming to grips with GROME II and how to use it to get what I want. It's a wonderful program though...beautiful results. And the company is one of the good ones (the type of guys who go that extra mile when trying to help you out with a question or concern), so I have no doubt that when the A7 plugin gets finalized, it probably will be REALLY easy to get you GROME-created, multi-textured, fully populated world out of it and into A7 with minimal effort.

I'm also looking forward to seeing their plugin solution for Torque3D, Realmcrafter and C4!
