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Hey all,
I've been working on a new scenery project and decided to go with a (semi) photo real background image. The resolution isn't great, but with some photoshopping and other tricks, I can get the image to where it needs to be.
This is the largest (per sqft) airport I've tried, and I ran into an issue with GMAX just crashing when splitting up my tiles. It gets to a certain point and I believe the image is too large and GMAX just taps out.
I've been using Blender for doing the actual building/models creation, and decided I'd give it a go for doing the actual ground poly work too. Unfortunately, I just can't seem to get there, and was hoping a Blender wizard would be able to point out where I'm doing it wrong.
In Gmax, I create the plane, and subdivide it into a grid pattern (for this airport, the Grid is 8x7, with 4096x4096 tiles), and each "grid square" is a separate texture as part of a multi-texture. There's a great youtube video that does the same process (so you can see what I'm trying to accomplish):
Skip to about the 32' mark to see what I'm talking about.
Is this possible in Blender? If not, is there a magical way of doing this in GMax that doesn't crash? Surely I can't be the first numpty to try to load a massive ground texture.
Thanks in advance!
I've been working on a new scenery project and decided to go with a (semi) photo real background image. The resolution isn't great, but with some photoshopping and other tricks, I can get the image to where it needs to be.
This is the largest (per sqft) airport I've tried, and I ran into an issue with GMAX just crashing when splitting up my tiles. It gets to a certain point and I believe the image is too large and GMAX just taps out.
I've been using Blender for doing the actual building/models creation, and decided I'd give it a go for doing the actual ground poly work too. Unfortunately, I just can't seem to get there, and was hoping a Blender wizard would be able to point out where I'm doing it wrong.
In Gmax, I create the plane, and subdivide it into a grid pattern (for this airport, the Grid is 8x7, with 4096x4096 tiles), and each "grid square" is a separate texture as part of a multi-texture. There's a great youtube video that does the same process (so you can see what I'm trying to accomplish):
Is this possible in Blender? If not, is there a magical way of doing this in GMax that doesn't crash? Surely I can't be the first numpty to try to load a massive ground texture.
Thanks in advance!
