Moving Right Along


This chapter was a bit of a review of techniques covered in earlier chapters, but we applied these techniques to a few different kinds of items with different features: collision meshes, no collision meshes, billboard textures, and translucent textures. This helps demonstrate the wide variety of characteristics that modeled items can have in a game world.

We also looked at the MilkShape's Texture Coordinate Editor a little bit, enough to be able to use it to tweak texture maps if the situation warrants.

In the next chapter, we'll learn a new sort of 3D modeling tool and use it to make structures.




3D Game Programming All in One
3D Game Programming All in One (Course Technology PTR Game Development Series)
ISBN: 159200136X
EAN: 2147483647
Year: 2006
Pages: 197

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