That sounds great, I just hope everything will end up alright in it's generation, I know the pocket dimension is always out there in the void, just really really far away. Wrapping up some other models here and testing things.MonocleBios wrote:I think I might place the tiles in the room initialization/event initialization, rather than the map generator.
If I can find out how the textures are given a static collision in the engine I can implement it manually to tile textures as well.
As well, here are probably the last open images of the monster's model you'll see before I touch up a few things and put it in-game. This is the 6k Low-Poly model with all the normal mapping + Ambient Occlusion maps baked out from the high-poly sculpt, it looks almost exactly the same, but without the lag! : )
The high-poly sculpted model: (100,000+ polys)
http://i336.photobucket.com/albums/n350 ... bf3977.png
The low-poly model with Normal + AO mapping: (6,000 polys)

As well the images of the normal + AO mapping:
