Yeah that last bit sounds interesting.
I think it is along the lines of testing if an edge goes through the space occupied by another triangle.
Then select all the triangles concerned... the two triangles shared by that edge, and the intersected triangle.
All could be done in Editable Mesh if Editable Poly was adding a layer of complexity, since it's easy for me to pre-convert the poly meshes to Editable Mesh.
The issue comes about because we have these hilly terrain tile pieces that are made procedurally by using Noise and Push modifiers. This gives us a great rolling, rocky surface, and we can make lots of variations real fast just by altering the Noise seed. But the Push modifier causes these intersections.
We put the variations in a morph-like interactive structure, and let the game randomly choose a combination of the four targets for each terrain tile. So we end up with lots of variation from one model set. But... we have a lot of different sets, for valleys vs. hills vs. trenches vs. etc., each with their own morph set.
Right now, I'm looking at manually editing each target. No fun!
BTW, Orionflame is really neat. The PolaX tool itself is really robust... doesn't do the particulars I need, but does do tons of other algorithmic selection types. Worth a look if you haven't played with it.
(click on the screenshot to d/l the scripts)