Let's say I want to make a large outdoor map with a small (piece of) forest, a castle and a village. Now I will only do the basic landscaping with brushes and fill the rest in with models. The structures don't need to be accessible, at least not at the actual location in the map. Imagine a very simple battlefield like map.
Now if I recall right, one cannot make a single brushed 'room' or area larger than 4000 texels, right? Imagine I make series of smaller totally secluded areas that are all connected to eachoter by corridors like cave tunnels, narrow paths in the forrest. (Visibility will be totally blocked) Wouldn't that allow me to make a much larger map? Note, each area will be reasonably big.
Right, We've discussed this before that scaling is also an option to make bigger maps. But is scaling not just relative? I mean, if one would literaly scale a big game down, including the application of light- and visability calculations scaled accordantly, wouldn't it be exactly the same as the big version regarding the compile times and engine rendering for the game?
Also, every model, function door, etc. will be listed as an entity, right? In a previous thread of mine Jay was so kind to inform me that the entity limit is about 250, quite low if one is to simulate a forest or a city where trees and buildings are all models.
What I'm trying to figure out is the best way to approach a game with large outdoors and if it is even possible with this engine.
I really hope someone can help me with this. Already thankfull that you've read this all so far ^^
Thanks
BTW : Texels are pixels, right? It confuses me
