My system will eventually generate both indoor and outdoor terrain using tiles (I'm not talking about Blitz3D terrain objects; sorry if I caused any confusion) -- note the strange lighting artifacts on the archway in front of the character and along the bases of the walls.
[box]Baking the lighting into your textures is really inefficient because then you can't tile your textures[/box]
Well it would be tricky in other respects too. I wouldn't mind low texture re-use if the terrain tiles themselves still tiled, but even that would be tricky.
[box] Your reference to an infinite plane for the floor makes it sound like you are trying to construct the level in code[/box]
Given that I'm trying to construct content on-the-fly (from pre-made components), I don't have much of a choice. I don't *want* to construct levels by hand in advance; there are plenty of "hand made tunnel of fun" games on the market, and competing with them is, in my opinion, a waste of time.
One other option would be building a bunch of relatively small BSP-style maps and tiling them -- kind of a compromise between completely hand-made levels and completely dynamic levels.
I am also considering doing vertex lighting in code.
Oh sadly the character model model isn't my work -- it's licensed from Geo-Metricks.
Tonio
[box]Baking the lighting into your textures is really inefficient because then you can't tile your textures[/box]
Well it would be tricky in other respects too. I wouldn't mind low texture re-use if the terrain tiles themselves still tiled, but even that would be tricky.
[box] Your reference to an infinite plane for the floor makes it sound like you are trying to construct the level in code[/box]
Given that I'm trying to construct content on-the-fly (from pre-made components), I don't have much of a choice. I don't *want* to construct levels by hand in advance; there are plenty of "hand made tunnel of fun" games on the market, and competing with them is, in my opinion, a waste of time.
One other option would be building a bunch of relatively small BSP-style maps and tiling them -- kind of a compromise between completely hand-made levels and completely dynamic levels.
I am also considering doing vertex lighting in code.
Oh sadly the character model model isn't my work -- it's licensed from Geo-Metricks.
Tonio