I think you can have very large areas, i believe some of the OC areas are fantastically large, but the area actually used is fairly small.
This is done to give the player a sense of scope, that he is traversing a large countryside.
Having said that, you should probably stick to 512x512 areas because it takes so long for the lightmapper and local post steps to process.
I don't think the size of an area will really affect ingame play.
Why? Because the level is basically converted into a non-object, and the game does not really do a lot of calculations based on the level design or size.
Non-static objects (creatures, flames, etc) would slow the game down, not the level (which is largely static).
In fact, it seems the design theory of "speeding up the game" for DAO (as opposed to NWN) was based on the theory of limiting ingame objects that code would have to loop through (thus there are no weapons or other items on the ground and limited loot drops, an no torches so no dynamic moving light sources).
Buildings are a pain, but fun in a cruel way. There are a few small buildings (I am using some pre-built slum shacks, I think there are 4 of those and 4 redcliffe type homes and 4 other ferelden type cottages/inns).
If you want something unique, you can use the 12 or so parts provided and Lego-style a building, but getting the seams to match up requires the patience of Job.
Using the Tevinter exterior parts, I was able to make my first custom building in an hour, and I am sure I will get faster. And it looks pretty cool.
Here is a screenshot.
http://indexjunkie.c...88181986192.jpg
Modifié par georage, 28 novembre 2009 - 05:42 .