Thanks for the reply uman.
At least now I know it's not smething wrong on my end (and hence no need to scrap everything and reload FPSC - shudder)
Quote: "No you are NOT incorrect "
Had to read that twice
Quote: "Dont know if TGC see it as a bug."
Well I certainly do. Or at least a bad design decision. This kin dof goes hand in hand with a prior thread I had created which Lee kindly responded to here:
http://forum.thegamecreators.com/?m=forum_view&t=48233&b=21
Hopefully he has this on a list to revisit. I think the whole segment system needs just one more graceful tweak to make it a lot more functional (a seperate floor and ceiling mesh for example just as there are interior and exterior walls)
Since the entire system hinges on a grid I don't see why segments would be *required* to be encapsulated into individual cells. I realize not all wall mesh would look right next to each other, but really the problem isn't in meshes to begin with.
FPSC SHOULD have been coded with a simple texture replacement system for segemnts. Of course anybody whose had to hand code the texture reference in 16 places just to change a single wall texture knows what I mean.
Quote: "The only way I see of beating it is make another room section like the one which is inside the building with the wrong floor texture thats appearing outside the building"
UGH! I was hoping this wasn't the case.
My intent was to make a series of floor segments that I could mix and match with my various wall segments. *sigh* Obviously this greatly compounds the issue as I will need to make many many segements each with a different floor or ceiling texture. Meh!
Quote: "In my opinion, this is just one example of some of the important issues which need looking at and fixing for V1 before the fancy features are considered"
Agreed. Physics and shaders do little good when the basics are not yet fully covered (save & load, GUI problems, bugs, difficult to create new segments, etc. etc.)
Save the bells and whistles for AFTER the product reaches a stable and functional point.