well, my biggest problem was keeping the details of the heightmap intact.
If you will notice there are spots where there are lines on the map (It's also on the heightmap). The reason i9s because of the "Tiles" system of ota. Some of the tiles were at slightly different heights. That was fine for ota because it was a flat texturing system so there was almost no noticeable difference. When you render so0mething like that it starts to show up really badly.
So basically I had to import the heightmap at a designmap size of 16***x16*** (a 28x28 map in spring) simply so that I could preserve the detail of the heightmap. It took damn near 3 hours to generate the 32 bit heightmap. Not worth the effort in my opinion but I bought 3 movies last night so not a real big deal, but I can honestly say that I prolly won't be doing any more remakes of ota maps because the time spent generally isn't worth the effort. Plus you have to realize that when you generate a 16***x16*** map, exporting becomes a bit of a hassle considering that the file size is damn near a gig, and if you export as a RAW file it's around 1.2 gigs.
Takes one hell of a hit on memory preformance. Needless to say it was a bit hairy as to whether I was going to lose all that work or not.
Too much trouble
