Hi all,
Last time I promised a bucketload of screenies....well... here are at least two (it's a small bucket

j/k )
Anyway,

Here is an update on how the town 'gets more busy'.
In the distance you see the church and there's also a fountain. The town is surrounded by mountains.
I've moved the mountains a bit further away [not pictured here], so it feels less 'cramped'.
The skybox is now in place. A skybox is just a cube, flipped inside out.
It's drawn first , so it's behind everything else.
It's also parented to the camera. So, when the character moves , the camera moves.
Ergo, it's impossible to walk towards the edges of a skybox.
I have a couple of texture-sets that fit perfectly on a skybox.
There are also textures that look better when placed on a sphere.
These textures take a fair time to load (they're quite large), and texturing the sphere with them
also takes its toll on performance. Luckily, that last part is becoming a non-issue.
The idea is to load these images as a brush instead of a texture.
Working with brushes [by painting entities]is much faster than texturing entities.
Next, load one skyBOX and one skySPHERE. Flip the meshes , and set their entityorder.
Now , when entering a map, a copy is being made from the original skyBOX or skySPHERE.
The appropriate brush is now applied to this copy. Very simple ..and very fast too

So far, everything you see in this picture , is loaded in less than 2 seconds.
The same is true when moving from one map to another.
ahem... the next picture(s)


This is the final model for the inside of the church.
It is the same model but I've applied a different lightingstructure to it.
The top picture has the lightsources placed between the walls and each column in high resolution.
The bottom picture has the lightsources placed on the OTHER side of the columns in medium resolution.
I hope you can spot the difference
So.,... the model is finished, but I have something else in mind. You see, in SFIII there isn't much lighting.
Well, there are a few shadows here and there, but that's about it. And I really want a bit of lighting for every
indoor scene.
The problem is: every [indoor] map has its own lightmap. This lightmap is just a bitmap with light/dark patches
for every surface in the model. 50 maps .... 50 lightmaps, etc etc.
All these extra bitmaps make the entire game quite big.
There are models, textures, sprites , images , sounds , music, heightmaps, datafiles and other assorted fluff.
As luck would have it , someone made a "portable lightmapper" in Blitz.
Now, if I can get this code to work for Dark Resurrection then I would be a very happy person indeed.
A lightmap could then be made "on the fly" with no extra media.
More coding news in my other thread.
See Ya
