I liked your tip ... I have you as a great reference. I would like to play a game based on the region where I live. The map will be divided into two parts; Atlantico and Caatinga Region. Since the player can go anywhere on a closed island.Larger cell size gives you much better performance since you have much less polygons in visible range, so you are actually improving performance in your case. You may not see a problem for now, but you significantly lack detail on the terrain as a new polygon only starts at 2.5 meters. If you use odd numbers like those, you also may encounter engine problems like physics problems as I did with a 0.5 cell terrain. I don't know why you need such a larger terrain, most modern games do not even have that and the biggest issue is probably to fill all that terrain with objects, a 2x2km level is already a huge pain to design.
Liked it! But there is a way to sew these terrains so that the lines (borders) are not visibleTo make it easier on rendering and performance u can have multiple terrains that only load once the player is within visible range this way a cell size of 1 with say 3 terrains of 2048 will load well have everything working accurately such as physics and will at best only have 1 terrain rendering at any given time. Alot of other things are tied to the terrain in torque as duion had problems with the physics because the terrain with a cell size of 0.5 each face is calculating physics, the best thing to do is to scale everything else in half as well which defeats the purpose really. Or just design your terrain in a 3d modelling app like blender, cut it into blocks and then import them into the engine with different lods
A smart way to hide these depending on what you want in your level would be to use the mesh road tool to add in things like river beds, a road or something like that to hide the seemsLiked it! But there is a way to sew these terrains so that the lines (borders) are not visible