Zoning

With zoning models are assigned to zones. Each zone has a property that tells the renderer which zones are visible from that zone. All other models are automatically culled from the renderlist when the user is in that zone. This is not like levels in games. There is no loading while moving from zone to zone.

fpszoning|[#zone1: [#basemodel: "myarcademodel", #visiblezones: [#zone1, #zone2], #noauto: 0, #yon: 2000, #fog: [#enabled: 1, #far: 2000]], #zone2: [#basemodel: "fpsxtramodel1", #visiblezones: [#zone2, #zone3], #yon: 4000] , #zone3: [#basemodel: "fpsxtramodel2", #visiblezones: [#zone1, #zone3], #yon: 6000], etc.]

Each zone has a basemodel. The arcademodel and fpsxtramodels can be assigned as basemodels. When the fe loads a new arcade it will test which basemodel is below each gamelistmodel and fpsxtramodels that are not used as basemodels and assign them accordingly to a zone.
Each zone has a list with zones that are visibile when the user is in that zone.
Each zone can also have an optional list with camera properties to change things like the yon or fog for that zone. You can just lists the values you want to change.
No need to export the zonemodels seperately from max. The only thing you have to do is assign one mesh/grouped meshes as your root mesh/grouped meshes by linking all others to it with max's link tool. Then export as normal with the name of the root mesh/grouped meshes as the filename.
Optional #noauto: 1 or 0 flag to the list with options. #noauto:1 will prevent that zone from being considered while automatically asigning models to zone. Ideal for lower poly dummy/standin models.

This should make it much easier to combine indoor and outdoor scenes. Create faster and larger arcades. And even swap more detailed geometry in when you come closer.

Examples:
Seaside pier...Outside only the landscape and facades with a big yon. Inside much smaller yon and broken up in several zones.
Mall...Outside the shops/arcades/theatres again only the facades. And each shop/arcade/theatre its own zones. 