Well...
I don't use Voodoo for one, we only use Ultra TNT II and GForce. True, 1024x1024 cut into 4 is fine for terrain, a damn good idea and UT will love you for it. I agree with you there, but if I took everything over 256x256 and cut it up, then I have to cut all my geometry in order to place it as well, creating more polys, so you can't win for loosing. Keep in mind I'm not talking just terrain here, terrain is a given, I'm talking about general areas in the map. Also if you look at how most of the level designers use the engine, you will notice that it's common to make the image twice the size of the area and scale it down by half IF you want detail. This is also common for Half-Life/Worldcraft as well.
I would keep doing it the way you are now, I was only pointing out that Unreal will take a larger image and with a good card display it fine. It might dither the image going over 1024x1024 but it can still look damn good. No, I would not use a single 4096x4096 when it was possible to chop up the area and use smaller. What I was doing was simply testing the limits of the Unreal engine and pointed out a false statement. No harm done, none meant anyway. /infopop/emoticons/icon_smile.gif /infopop/emoticons/icon_smile.gif /infopop/emoticons/icon_smile.gif
"Asphalt" is not properly used to describe rectal dysfunction.