Development continues apace. I’ve been building a pair of simple Development Tools.
This is the Spritesheet Compiler, for making spritesheets like the one in the last post. Should save rediculous amounts of time when we’re creating Body Cover textures. It allows us to treat each sub-texture as it’s own file, right up until the point where we compile them for viewing.
And this is the Object Visualiser, a program to quickly load up Models and Textures and render them using the same techniques as the game. Should make it a lot easier to make and test new models: previously I’ve been importing them into the game proper, loading up Initialise Random, and going on a safari to see how they turned out.
And for something completely different: fur! And a hideous mouth texture!
These are placeholder textures, of course. I’m actually using one of the Grass texture for the fur’s alpha channel. And we’ve got tooth textures too, but P. specium doesn’t have teeth (ooh, idea!).
The new rendering system is not without it’s problems: it’s very intolerant of misplaced Texture Coordinates, and the fur polygons take forever to model in (we’re experimenting with various techniques to apply them faster: should probably do some research). But hey, at least it looks okay! Well, by some people’s standards. Mine, anyway.