ok, so this is interesting...
I created a 600x600 terrain mesh and imported it into FPSC as an entity. Its static, and has collision mode 1 (polygonal).
I started out using the mesh exported from maya as a .x file (108kb).
The terrain works perfectly, no collision problems at all.
I then save the terrain outta maya as an obj file and then import it into milkshape. From there I export with the directx JT exporter.. the mesh is now ONLY 34kb.
I run this new mesh through FPSC, I can now fill the ENTIRE map space with this terrain piece, maintaining 32FPS, but now I have a whole host of collision issues, including the player getting stuck. Even if I change the entitys collision mode to 2 (reduced), it still bugs out and I get stuck on thin air!
So I'm wondering if compressed .x files actually mess with FPSC's collision detection?
Anyway, just wanted to see what other peoples experience of this had been, and if anyone had any further comments?