Well, I've been quiet a while now, but there is progress.
First to answer a question: Yes, Transporters are no part of Plasma - I created them just from scratch, using slightly modified PyPRP exporter scripts. And Python, plus lots of fine adjusted regions, walk blockers, and empties as hooks.
While waiting for diafero to return from his vacation (he's back now), I updated the Python code a bit, and tried to follow some suggestions or wishes mentioned in this thread. So, now there are 2 additional Transporters installed, and it's possible to walk through the Age in a loop - and I tried to keep the original art as close as possible, as Karkadann said.
AlcScript is now about 3800 lines in total (well commented), there are additional features (I don't want to reveal too much), and there are many colliders installed, to protect the player from falling off ledges. And again many cleanups of the meshes, and I tried to get the naming logical to make it easier to follow the logic when you want to add additional objects. Oh, and I already made some "Garden Planes", to investigate how they can be aligned. Currently just flat, to get an idea.
Doors and trees are still something to add, or other objects you can imagine.
Plus, I must admit that I could not stop myself from starting to texture it - it was boring to test it with plain primary colors.
I absolutely wanted it to be nicely textured, mostly seamless and fine-grained. And with the impression of natural lighting.
Here are some screenshots:
http://www.texturu.org/share/images/Texturing_V64.pnghttp://www.texturu.org/share/images/Tex ... _Color.pngYes, it already has a complete UV-unwrap of all objects, and lightmaps made with Ambient Occlusion. True lightmaps can be added later when the light setup is complete.
I'm currently unsure where I should place light sources; either a single sun, or would it look better it we put 3 different suns in it, one for each SubWorld, and each shines from the gardens into the house? Something to discuss...
There are still some issues:
- Because the rooms in the house are really small and the walls are narrow, I had to use cams with a very wide angle. This because the only working camera type, "simple", cannot avoid collision with walls. It looks okay now, but it still runs through wall sometimes. Sorry, but I fear there's no final solution for this.
- First Person mode does not work in rotated SubWorlds. To please first person players as well, I switch to a FP-like camera when you do a transit from main world to a SubWorld, if you were in FP mode on transit. So you can switch between the modes only in the main world.
- Panning in the SubWorlds works, but X and Z vectors are inverted / interchanged. A bit confusing, but I don't know how to solve it.
I'm going to test it on the Deep Island soon, let's hope multiplayer behaviour works as expected.
If it does, I will release the current status, as Age files and the Blender sources.
After that I will be eagerly awaiting what contributors will add.
~Tach