I have tried linked polys before. Its a bit on the tedious side- partly because of the way that G2K works- but also because I haven't done it enough times to come up with an efficient routine. I also gave it up earlier because prior to the VTP1 fix it just didn't look that good.
When this G2K stuff started Lindsay Watt was probably one of the first to try linked polys and he created a wonderful Aussie airfield named Bowen. That was a long time ago- way before Rhumba and Sander's VTP1 fix's.
I have one in the MR inventory- don't think I ever released it in this version- Ballale. Should work fine with either stock or Rhumba's mesh and masks.
If you like to have a look I'll send Ballale to ya. Let me know.
The links below show what the work space looks like in G2K. First I set up a "template" poly whose corner coords match those of my 512sq texpoly in FSSC. Then using the mouse position indicator in G2K I figure out where the mid point is of each side and create the four linked polys accordingly. Then I dump the the original "template" poly.
To get the 4 alpha channel masks required for the four linked polys I go thru a four step operation on my multilayered texpoly psp file where I repeatedly crop a 256sq from each of the corners and then save those masks & bmps as NW, NE, SW and SE masks & bmps. Then I follow the standard routine of adding the masks to the alpha channels. The format for the final file is not DXTBmp- I forget off hand what it is and am not incline to go look at the moment. :d
Here are the images of the work space:
http://www.mask-rider.com/linkedpoly02.jpg (FSSC Workspace)
http://www.mask-rider.com/linkedpoly01.jpg (G2K: linked polys unselected)
http://www.mask-rider.com/linkedpoly00.jpg (G2K: linked polys selected)
Shots showing the detail texturing:
http://www.mask-rider.com/linkedpoly03.jpg
http://www.mask-rider.com/linkedpoly04.jpg
Chris