Hi Flakmonkey,
thanks for the reply.
Hmmm, poly-count in this (only the things which can beseen here,
I did not added the rest of the room) is 31699 Triangles. Yup, a lot
of the faces are actually "inside" other objects ond occupy ram
and cpu time , but I have the "gut feeling" that the poly-count
is less important than the final texturing. To be honest, this
Occluson-Mapping is still a magic thing for me, and while
I tried to figúre this out,I stumbled across the "texture
baking", which I happily adopted as my fast way to go (basically
export all "sub" objects from max as obj (polygons), then re-import
all (each as single mesh) into a scene for "rendering", then render
to texture, save texture as TGA file, then "collaps" the "auto-generated
UVW-wrap" modifier ( this 3DMax is doing a lot of things for you

) to map channel 1 (as beginner I put all things into only one channel) and save
the "collapsed" objects as "triangles" for re-import into the
dat file. Pretty simple. I think this is not optimal, but it gives good results
in a fair ammount of time.
However, the most important thing from your post was:
YOU are still on this topic
Hurray!!!
So I (and the rest of the community, I suppose) will wait
for the remaining rooms, and if they have the quality you
already achieved for the diesels, it will be fantastic.
Take all time you need ! don´t hurry! ( knowing that you did
not forgot us SH3 buddies and went totally to SH5, is sufficient,
we can wait )
And please, borrow as much from SH5 as you like ... if
it is already there, why not re-use this?
I am a big fan of your work,
best wishes,
sflo