We experimented with that on Mechcommander 2, then to a variation of that technique that saved out a custom texture library for each level (major cd-space hog mode) then went to a single giant (1536 x 1536)hand-painted land jpeg (divided into 256x256 textures at runtime) plus a small tiled detail texture. While it was fuzzier, it saved a huge wad of texture space for more important things.
It's a great system if you use a lot of randomly generated terrain, but the draw overhead is pretty fierce.
It's a great system if you use a lot of randomly generated terrain, but the draw overhead is pretty fierce.