Thx for the comments, i was beginning to really think that Juutis was the only one who was looking at this topic. Seems i was wrong
Here are two new pictures. They show how you give orders to your party members:
When you right click on a party member, an ActionMenu will appear:
When you selected 'Attack' you can select the target. In this case i make Kriston attack the rat.
The pictures and the health/mana bars on the right top corner are rendered using script commands (that's the scripted hud i spoke of). I will replace the pictures with better ones afterwards.
I also have the Inventory system running good with actor changing for the inventory items. But there are not that many of them yet. This is why i have no pictures of it. Maybe in the future when i have made a complete cahinmail or so.
The cavern was made with a self-invented technique:
First, i made the rough structure of the cavern in paint - the tunnels were black, everything else was white. I used a 64x64 image size.
Then i fired up TextureMaker, duplized the texture and saved those two textures as cave_floor.bmp and cave_ceiling.bmp.
Then i applied the waves generator to the black parts of the textures - this was to get random yet smooth floor/ceiling
At the end i used the smoth filter on both textures to smothen them out.
Saved and shut down TextureMaker.
Then i started Milkshape3d (btw it was such a good decision to register i never regreted it) and imported the 'floormap' with the TerrainGenerator (under tools)
Now i selected the upper row of Vertices and...deleted them. (Saves a TON of Triangles)
I hid the group.
After that, i did the same with the 'ceilingmap'.
I used Vertex->Mirror Top <==> Bottom on the ceiling.
I made the floor visible again.
Now i moved the ceiling up until it fitted. I had to make sure that the floor and the ceiling mesh were overlapping because otherwise you may look out of the mesh later in the game.
After that i textured it and then exported different parts of the caverns seperately, floor and ceiling also seperately to make it's use as different staticmeshes effective. I have 5 staticmeshes all in all.
I used a CollisionLevel of 2 for the staticmeshes.
This technique is very powerfull. Try it yourself, you will be stunned by the results!
Everyone can see the difficult, but only the wise can see the simple.
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