@Everyone - I love the ideas being tossed around here. So many wonderful ideas! gDEBugger is free and the links in my original post should help you get up and running relatively quickly. Whatever your area of interest is, gDEBugger is incredibly useful. Even if you're only a builder and not a CC maker. Download it, fire it up. Give it a shot!
@OldMansBeard - Good points. I carried out some tests with a static placeable. At least in that capacity, I find the results encouraging.
Mipmapping. Imagine a 15x15 area of plain cobblestones, lIke you get when you create a new area in the toolset. Imagine optimising that, so the whole 150x150 ground plane is a single mesh attached to the central tile and bitmapped all over with cobblestones.dds. Now position the camera in one corner of the area, looking towards the centre. The pivot of the mesh is a long way off (around 100m) so the engine will choose a lo-res mipmap of cobblestones to render the mesh. The whole mesh. Including the place you are standing on. You won't see hi-res cobblestones unless you walk over and stand bang on the central tile. Not good.
15x15 static placeable, mapped with tcn01_cobb03. GMax file for placeable here. Placed in the middle of a 20x20 area (and set to static), I get no mip-mapping when looking toward the center/pivot/root node from a corner. How do I explain this? Well, I suppose one hypothesis could be that mipmapping is based not on distance from center/pivot/root node but distance from the bounding box of the model, itself. A quick look over my exported ASCII model didn't seem to indicate bounding box dimensions but it is part of the binarized model header format, so I assume it's present in all compiled models. Just to make sure I wasn't fooling myself in some way, I did test with a texture-approrpaite .TXI which had the lines "downsamplemax 2" and "downsamplemin 2" in order to force mipmap downsampling. Here it is without anything, and here with the forced TXI downsampling. So, at least in the way I devised to "check my work", my work seems to check out.
Fog. Somehat similar. Same scenario. The centre tile is a long way off, so if the fog setting is below about 100, none of the ground plane will be rendered at all. Including the place you are standing on. Then the whole area will suddenly flip into visibility as you walk towards the centre. Not good.
This is definitely the case in non-static objects, but not static ones. Static meshes are loaded at level load and are never unloaded. Thankfully. Some of my better tricks exploit this aspect of the engine.
Tilefade. If all the tilefading meshes are joined up, the whole upper story over the entire area will flip in or out as you walk past the central tile.
I wasn't able to test this but based on my limited knowledge I would say a situation like that would be working "as designed" because, technically, a large contiguous mesh would trigger the code that thinks the camera is being blocked by it. Can multiple (separate) meshes be connected to a tile and will a tilefade "event" trigger them all, or only those whose (whatever, bounding box?) triggers it? Do you recall?
Here is a link to download my testing materials for anyone who cares to play with it, themselves. Module goes in modules folder, the other two files go into the override folder. In order to invoke the forced mipmapping downsample, just remove "removeme" from the extension of the .TXI file.