I need some help addressing some lighting and vertex issues because I don’t know how to deal with them.
Initially my plan was to use a series of cubes to create a map using textured cubes and bumping them together. (see screen shot) The idea is just like the iso maps of old, except now with three dimensions instead of two. This kind of map will greatly simplify my goals to concerning random maps. I generated these with the Mesh.CreateBox() method.
Ok, here’s the catch, when I bump all these cubes together they have independent vertex and tris. So, when you throw on some vertex lighting, instant crap. It works like a charm until I toss on the light.
So, I’ve been thinking about how best to address this because individual cubes to represent a n x n x n dimensioned piece of game map will not work if I want to property light the scene.
I can ‘stretch’ cubes into rectangles and overcome the lighting problem, except now I have problems with texture alignment and texture ‘stretching’. The textures were intended to be n x n in dimension and NOT stretched along one dimension via n x n or more. I’ll also want different n x n dimensioned textures on different parts of the wall (just like a tiled iso engine) so not having uv’s
I need some suggestions on how to resolve these issues. (Lighting or texturing, depending upon approach). I hope I’ve made the context of the problem clear. Please let me know if I’ve babbled and not made myself clear.
