that's cool, you probably just found a heightmap editor for 3ds. And no, you can't make the terrain have holes in it for caves and tunnels unless like cochrane said, it's a static object. But suppose we could use a static object for the terrain...cause that's basically what it is...you'd have to find out how many polys terrains have tho. This way you could just delete the hheightmap terrain (which is entirely possible i've done it once in BC and it's funny cause you just fall forever) then add in that terrain you made in BC to replace it.
SOMEONE TRY IT!!!! i wanna see if it works. __________________
The polycount of the map depends on the size, 512x512x2= 524288 is standard for El-Alamein-sized maps. However, all these polygons never get rendered together. If you really want to replace the default heightmap, split your replacement object in, say, 64 pieces with equal size and lod meshes each. Notice that the borders of the static objects have to fit no matter what the lod factor, otherwise you'll get gaps. If you're lazy, I had good succes with just drawing a wall from the border down to a certain level and UV-mapping it so that it looks correct. BF2 has much more options concerning lod, so attempting to do something like this there is likely to give you reduced performance.
Teabag: I'm saving my emotions for special occasions. __________________