So I've been testing The Crew 2 map and it's possible but man... this is going to take a long ass time if done right. The road textures are pretty godawful and the way the terrain is extracted is even worse.
If you're not aware, TC2 uses 20x12 tiles for each map "section". Each one of those 20x12 tiles is split up into sectors of 8x8.
ex:
01x01 sector 00x00
01x01 sector 00x01
01x01 sector 00x02
...
01x01 sector 08x07
01x01 sector 08x08
So basically for a 1x1:8x8 section of the terrain alone, I have to deal with 191 items (1 .raw and 2 .dds files) and a 600Mb obj. I originally tried to extract a 20x12:8x8 area so I could work on a good chunk but by the time I canceled the extract on section 02x02, THE FOLDER WAS ALREADY 12GB and 8,000+ files, most of that size being the 10gb obj file. Given there's 99x99 tiles to go through you can start to see why this project is not impossible but damn near close.
Will I attempt it? Perhaps. I need to do more testing to see I can make some scripts to automate certain things. The shaders on imported objects in Blender don't use BDSF, so I can't auto convert the shaders into GTA ones. More annoying is the fact that each object is it's own material, not being shared with other objects that use the same textures. And then there's trying to apply the normal/spec maps to those. This project is something else