The texturing is very simple, and not especially clever. But you can see how it's done in the demo file (4 posts below the screenshot). It's simply done by putting a touch of grass at the bottom edge of the other textures.
Ahhh, mipmapping :) Well, I guess it depends on what kind of stuff I do. But sometimes I just like the crispness, of not mipmapping. If you had seen the corridor with mipmapping, you would know why I turned it off. The floor grid, is a total smudge when mipmapping is on. Next time, I promise to use mipmapping :)
The wireframe is pretty easy to do. Make a triangle between two vertices, set the EntityFX to fullbright and no backface culling. Hide everything but the wireframe objects. Render with wireframe on. Show everything except the wireframe objects, set CameraClsMode to not clear color or zbuffer, render again. Repeat.
Here is an example of how to make a square in wireframe:
And, well, I'm kind of intrigued about what I'm making myself :)
Fredborg
Ahhh, mipmapping :) Well, I guess it depends on what kind of stuff I do. But sometimes I just like the crispness, of not mipmapping. If you had seen the corridor with mipmapping, you would know why I turned it off. The floor grid, is a total smudge when mipmapping is on. Next time, I promise to use mipmapping :)
The wireframe is pretty easy to do. Make a triangle between two vertices, set the EntityFX to fullbright and no backface culling. Hide everything but the wireframe objects. Render with wireframe on. Show everything except the wireframe objects, set CameraClsMode to not clear color or zbuffer, render again. Repeat.
Here is an example of how to make a square in wireframe:
a = AddVertex(surf, 1,0, 1) b = AddVertex(surf,-1,0, 1) c = AddVertex(surf,-1,0,-1) d = AddVertex(surf, 1,0,-1) AddTriangle(surf,a,a,b) AddTriangle(surf,b,b,c) AddTriangle(surf,c,c,d) AddTriangle(surf,d,d,a)
And, well, I'm kind of intrigued about what I'm making myself :)
Fredborg