I think the only real way you could do "massive" terrain is to procedurally load individual parts of the terrain, depending on how far away the player is from them.

As for the clouds, it pretty much comes down to the artwork. What you could do is paint these small, cleverly designed parts of a cloud in a painting program, ent_create them via code, and then have them always face the player. I dunno if this is the best way, but I know that's one way to do it (I think Microsoft Flight Simulator uses this technique).

RTT Cockpit gauges: I think A7.08 is supposedly going to have fully working render-to-texture panels. Then you could just treat the gauges and digits just like normal panels, only they're rendered to the cockpit bitmap, and not directly to the screen.

Last edited by MrCode; 11/25/07 08:48.

Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}