Big Necro but I don't want to start a new thread for what is essentially the same topic. (just a different question under that topic)
I'm just wondering, what are some of the limitations for detail boxes? I noticed in the ISD thread in the Star Wars section, daBrain said something to the effect of "don't use too many or it'll kill performance". I'm just wondering about a few scenarios though.
Let's say someone wanted to model the Death Star, as one chunk. It seems that having detail boxes for the various "panels" would seem like a good idea.
Or as another example, what if someone were doing a Gundam mod and wanted combat inside one of the big O'Niell style space colonies (big 30km long cylinders). It seems to me that having like a few blocks of houses/buildings as a detail box might be a good idea. (so as the player fights various other bad guys within the cylinder, groups of houses appear or disappear depending on their distance to the player. At long range, maybe they're just a flat texture) I mean one other possibility is to have them as separate objects with normal LODs but because the cylinder is always rotating for the sake of artificial gravity. The same could be applied to any sort of combat within a large, enclosed space (Babylon 5 for example, which typically wouldn't have fighters in there, but let's say someone wanted some crazy space suit combat like Moonraker), or as another example large colony ships similar to BSG's cloud 9 or Macross 7 but larger in scope.
Or is that kind of detail simply far outside the scope of the game??
The buildings of course wouldn't have to be anything more than a textured cube, possibly with a destroyed-version on a block by block basis. Trees could be pyramids, cubes or omitted entirely.