Hi everyone, I need advice on designing and creating a large 3D game map. The map is basically done and needs UV mapping and texturing. Some objects that go in the map are done too (done trees, rocks, houses, logs so far). It's a fps by the way. For the level of detail I've done in the map it doesn't seem too smart to try and load the whole map in high detail and use that for the game. It doesn't seem too smart because: 1. I'd need a very large texture for texturing the WHOLE island. Even if I cut corners by doing manual tiling of the texture with the UV map I think I'll still need a texture at least 4096x4096. 2. Theres over 8000 polygons on the map. All will be textured, plus some will have normal/displacement mapping... it just doesn't seem right loading a map like that when the player will be only seeing about 100 polygons of the map at any one time. 3. I'll need to be doing object collision on the map for the objects in the game and the player... correct me if I'm wrong but doing a collision detection to a whole map which has 8000 polygons in a real-time game is bad right? When I look at games like half life 2 and GTA I can see that the maps have been spilt up. On half life 2 they seem to load all the sections of the level area while only displaying the sections which the player is in. In GTA the developers have their own streaming going so there's no loading screen as the player moves. This is what I need cause it be silly if the player had to see 10 loading screens to travel from one side of a small island to the other. OK, so here's my question: How do I go about modelling/uv mapping/texturing/loading&streaming a very large game map that can divided into sections and have the low detailed versions of all the sections loaded at the start of a game and the high detailed versions loaded as the player moves through it? Any links to info or advice or personal stories on how you personally how done this or how to approach this would be greatly appreciated. PS: I remember seeing a game once that was set in a jungle. For the trees up close that had really well detailed versions of all the trees. For the trees in the distance they had flat images of trees that always face you. It was really affective and looked great. I got some photos of trees to use for that exact same thing but I'm going by guess work in how to use them in the game, should the flat images of trees be billboards or what? Any links to info about this would be nice too.