You want to look into terrain chunks and the endless_level_terrain system.
However, 1,000,000 game units is the max size period for a single terrain if it chunk-ed .. As far as I know.

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Due to the huge size of a terrain, it won't do just mapping a normal texture onto it. Even at the maximum recommended texture size of 2048x2048 the terrain would look blurry at close range. The simplest solution for this is adding small detail texture that blends a high resolution sand, stone, or grass structure over the first texture. If a terrain has a second skin, it is automatically used for a detail texture.


and.. C is com version P is pro version
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The engine supports two types of terrain, unchunked or chunked. By default, terrain is chunked, unless the terrain_chunk variable is set to 0 or the terrain file name ends with '_n' (e.g. "nonchunked_n.hmp"). Unchunked terrain is rendered just like a model, and must not exceed a size of 128x128 vertices. C Chunked terrain its divided by the engine into square chunks that are stored in a memory cache, are separately clipped when outside the view frustum, and P are rendered in different resolution steps depending on their distance to the camera and the terrain_lod setting. This method allows for much faster terrain rendering and theoretically unlimited terrain size. The little catch is that chunked terrain can't be used for water physics .

Last edited by Malice; 03/22/15 22:19.