Hi.
I've just started making levels for my FPS that I will be coding as soon as ruccus's new tut comes out (can't wait
), but I'm having a really hard time getting the textures to look right.
I made this level in gamespace, the player enters through the tunnel in the top right corner, and then they're in this circular area. But when I texture it, it stretches everything and looks horrible!
There are very few ways I can think of to resolve this issue. Which one do you guys think is better?
1) Make a giant flat plane for the ground and texture that. It's only two polygons so the texture should stretch nicely but it would be impossible to make curved grounds. I do
not want my game to be 100% flat when this is my first large scale 3D game and I want it to be true 3D. Also, would making a huge plane badley hit the framerate?
2) Try to make the polygons all the same size so the texture stretches better. DBP appears to be trying to make the textures seamless aross all the polys (at least in my other levels anyway), which is good, but right now having some polys huge and some small stretches the textures too much. With me having gamespace on one computer and DBP on another, fixing the poly sizes by trial and error would be a
very annoying process trying going back and forth trying to make it look just right. (Especially with my sister or brother on one or both of the computers often)
Also, should I have the whole world as one big .x object or a bunch of smaller linked .x objects? So far I've only used one object scenes and they tend to cut my framerate in half even though I only have about 500 polys in them at the moment. It is very impossible for me to make different parts of a level textured with different images if they're all the same object, but won't making the world a bunch of mini objects have noticeable seams? (or would it be a real pain to edit)?
I can upload pics of my other two levels if that helps.
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