There are multiple methods possible. But if you want it to work in real-time, and not take forever to load, then do most of your work in the game engine, not in a modeling program. Multitexture is one of the better methods. Time-tested, but also lots of options. http://wiki.polycount.com/wiki/MultiTexture
The problem is that it isn't going into an engine like UE4 or Unity, its going into a flight simulator game engine and it is bare bones and nothing like any game engine most people use. I think because of this I will have to use just Max and Photoshop... Basically from what I understand, I will have to go to the airport…
I am wanting to texture huge chunks of land, about 5-10sqkm in size from aerial imagery but am not quite sure how this would work and look good, and accurate. I am going to use imagery because it needs to look like a copy of the land in real life, then insert it into a game engine after I am done with it to make it look…
ok, thanks. The only thing about this is that I don't actually know what the size it, under the Quadify Mesh modifier it just says "Quad Size %". Also my game engine uses meters. I would like a 1 meter by 1 meter UV for my textures but I don't see where to actually change the size, all I see is the U,V, and W tile under…
Well, that's where observation, ingenuity and reverse engineering come in. Modding ain't always easy :) It's hard to answer specifics about workflow without knowing engine specifics for whatever this flight sim is, and how textures are used. I'm making assumptions based on that PS image with the slices here- I'd guess that…
I just recently got some extra help and information that I was looking for in this from people that develop for the sim to help me fill in the information that I am missing. All of the files are locked off from the public, so I cant exactly dig into it and find out how they did it, the most I have been able to do in that…
It sounds like you don't have enough information on how this engine works for your flight sim maybe. Are there other examples of similar terrain mods you can take a look at? How do existing airports look under the hood? Be looking for Multitexturing techniques like Eric pointed out, things like smaller tiled textures…
I was trying to be more subtle than this, haha. Seriously, we can't help you overthink this without having concrete info here. If it were me, I'd be digging around the game's files or use a game editor to see how existing airports are constructed. Or look at any mods other people have done since they've likely done a lot…
Honestly yeah, I don't have all of the information yet for that game engine. My problem is that there is not any specific information pertaining to what I need to figure out which sounds ridiculous, with UE4 for example I could stroll through YouTube and have everything I need, but right now I am just guessing because the…