Test Level...

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@Jhocking: Love to see what you are doing sometime.

You do have a point but, IMHO, without the 'roof' the visuals just get too cluttered. It wasn't so bad in the original incarnation because I was just using textured quads for each wall section... Now, though, I have details in the geometry so you end up with bits and pieces that show up because they are facing the cam (sides of columns for instance) and it's pretty distracting and unpro looking.

I think the best way to do what you're thinking of would be to add in the backfaces with some sort of darkish tech texture (like the one I'm using for the 'roof) and then partially alpha out the ones between the cam and an area of interest. Might give that a try.

Camera control may help here. I plan to have an overhead ortho (maybe perspective camera) that can switch automatically to the moving character. There will be a perspective cam as well that will only be semi-free. Hopefully I can make it work out okay using these techniques.

If you have any suggestions for alternatives I'd love to hear them! Thanks.
M

@MikeV: Yeah, Silo is pretty good and the price is right for now - though I think it's rising ;) The docs are 'adequate'. This means that everything is in there, but it could certainly use some more examples and such. The couple of tuts on the nevercenter site have helped me with my main questions though (mirrors and poly modeling).