In MED you can separate the sides from each other by selecting one side, copying it, then deleting it and pasting it again. Do this with each side, then save the side.
Now, the model will behave different relating the shadowing on its surface. You will see!
Damn, Im going to have to re-install DK 1 & 2 now... PLAY TIME! (now where did I put those disks)
Anyway, multiple models is one way, or you can tweak each models vertices at creation time by a random amount. Just make sure overlapping verticies (of touching blocks) get adjusted by the same amount so they still 'mesh' with one another. Note - I cant see this being very fast at level creation time though.
Another way may be blocks animated with bones. One bone per 'side' with a "dug" position and an "un-dug" position meaning the block "touching" that side is dug/undug. Warp the vertecies in med to be a perfect mesh when "un-dug" but cleaner/smoother when "dug". I hope Im clear with this difficult description.
PS Esper: Looking VERY good. Please PM me on how you got over the slow level-create time(due to so many entities) if you dont mind.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
the level-loading time is now less than 5 seconds.. but if i add normal-mapping shade... it cracks up to 1-2 minutes... Still looking for ideas to make that faster..
I dont think pp and normal mapping would mix. But I am VERY noob to shaders.
BTW, forgive me if Im wrong, I havent seen your code in ages, and I am only new to shaders, But didnt your old code create a separate material for EVERY entity and all those materials have the same shader? Couldnt you just greate a single global material with the shader, and assign the global material to ALL the entities(at ent_create time)? Or am I missing something fundamental?
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial