Quote: "Thank you for you help... if you don't mind I'd love if you would expand on what you said.
I'll get to work on adding a light fixture.
By the way would you happen to know of a shader I could use to make my surfaces shiny in the program...? "
I haven't dived into the world of shaders yet. I imagine you could visit the Shader Thread (it's sticky'd) on the DBP board. There you might be able to find code that already does this or post a question about it. Green Gandalf is the go to guy about shaders.
You know... now that I think about it, I might be misleading you with this whole shader thing. In the gaming industry, they use specular maps to show reflectivity like that. It's basically a copy of your texture sheet, but in grayscale to show what parts would shine more than others. I think I was thinking shader when I told you because, to my knowledge, the only way to do that in DBP is to use shaders because it doesn't support reflective maps. I'm not sure if FPSX10 does or not, it might. But if you do go the shader route, something to check into is if you can tell the shader what parts of the model you want it to go on. If you can't, you'll have to make your floor separate.
And in all honesty, I wouldn't worry about the shininess of your floor. Just concentrate on modeling and texturing
Alright, I'm rambling and probably not making much sense, sorry
"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Degrees: Computer Animation-