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!