If you look at the floor tiles in this short clip, it seems like that is being worked on as well.
http://forum.neocron-game.com/showth...=1#post2225498
The big problem I see with supporting high def textures is that these resolutions are very unforgiving when it comes to the quality of the assets. If something looked wrong earlier, it would go unnoticed as it would still blend in nicely with the rest of the pixel mud. Now, with high def assets, anything that is not absolutely "spot on" will be noticeable and also repetition will be problematic. That is why procedural textures and shaders play such a big role in modern engines. When every sign of type X shows the exact same rust pattern it looks silly. When floor or wall tiles show visible patterns in cracks, the same applies.
How are you tackling that problem? Increase the texture/model variants?