UPDATE - 4/11/2013 So, I think the whole Caribbean is ready for a first test! All that's left is implementing a tile system for CryEngine and different level loading between islands, for example. That way we can load parts of the Caribbean that are visible and close to the player and unload the rest. This solution seems to be the most reasonable for the time being. If we finally use Ogre for the game though, this matter would be a really easier job. However, there would be more work on other stuff, like the graphical detail and other stuff this engine lacks in cmparison to Cryengine. On the other hand, I believe that further investigation in what can be achieved with Ogre, has to proceed unaffected with our progress in Cryengine. Some pics of the current work (World Machine rules!): Sorry for the foggy first pictures. It gets like that when I get too far high in World View (one of the views WM has for your terrain). I can't disable fog for better visibility in this case, so you will have to struggle a bit. Also, as you can see, the colour textures are the same as always. I will keep it that way for the first test and then I have some ideas of making it look even better and more variable, according to each island's climate and such. Also, capes not yet implemented, so coastlines are still just beaches. To let you understand the current stage of the project better, these are just Views of the terrain pre-built. This means, the algorithms for the colour textures generation are ready, so do the heightmap imports and tweakings (like erosion algorithm I applied to increase detail), but the final heightmap and texture images are not built. I am going to need some time to make the final built since just loading the WM save file including all of this, uses about 6GB RAM and that increases, as I cycle through the views of the terrain (because of redefining detail), or editing. I am going to build the terrain part by part and not the whole at the same time, since this is impossible. I will also exclude parts of the sea that are deeper than 50 meters. FIRST POST So, after quite a headache, I managed to import the vast caribbean heightmap information to World Machine from google earth. No colours added yet, just a heightmap reference ones. Here are some pics (not a pic showing the whole caribbean, because World Mahine didn't let me zoom out enough): Some island close-ups: And some 3D view of Puerto Rico (camera pointing to the south accidentaly): It is quite impossible to use the whole heightmap for the game, even in paged terrain mode, for two reasons (which you could have arleady thought of): 1. We are going to need insanely much time to get promising results (that goes especially for the time the build in World Machine will need) 2. The overal resolution we will need, is like 1.000.000x1.000.000 pixels or something which means hundreds of GBs I guess? I would really like to see some suggestions about what to do. What I am thinking of, is scaling it down, like 3 times smaller than the actual size, which I wouldn't like at all, or build it in a medium resolution and then edit by hand the areas that we need for the towns, locations, paths etc, in a much higher resolution.