Butter Fingers,
Wow, great post! Thanks for the feedback and comments.
Quote: "1)Looking at your dungeon wall above, the texture is fine, but speed wise you're better off using a square image, can't remember the technicalities, but it's definately faster!"
I'm using 100x100 unit cubes, and each wall texture is 256x256 pixels. The above graphic is what I used to "uv map" the cube. I put quotes around "uv map" because it's just shifting the texture around in Sketchup.
Quote: "2)Read the some of the blog, and what you're doing for the poison/smoke is definately the best way. DBpro particles are horrible and a sprite will look ugly! Perhaps while it scales up and alphas down you could also make it rotate slowly around the z axis, so that the "cloud" doesn't remain static. With something like that it's probably worth making your own particle system.You can then use similar code for blood, smoke, fire etc."
I actually rotate the plane before I scale it up, so it looks different each time, but yeah, rotating as it scales it would be cooler. I'll try that!
Quote: "3) Oh and finally, thanks for the (inadvertent) hint with the color map for mouse clicks, I'd never thought of that!"
The concept has been demonstrated here, as far back as 2005, but I "rediscovered" it all on my own. Thanks! But I've since gone to IanM's zone commands in his matrixutils. It's saving me a bunch of time and memory use. I can't recommend his tools high enough.
Quote: "Finally, I'm not asking for your code, but if you get a chance, some kind of tutorial on how you are generating the dungeon would be amazing. I take it you're not using the same technique as the Dungeon Tutorial for DBpro?"
I put an early version of my dungeon generator in the codebase, search for dungeon. It's not quite as good as what I'm using now, but it would give you something to work with. When I'm done coding, I'll give some thought to posting what I end up.
Again, thanks for the response!
Rich