12-11-2007, 01:52 AM
I don't think the arrow bug you experienced is a very important concern either. Just a little touchup one can do after the set is done. I'd insist on using primitives for collision whenever possible though Someone with far more experience than me once told me that in terms of FPS, primitives collision beats mesh collision by a factor of ten - and that sealed the deal for me, since then I steer clear of it when I don't absolutely have to use it. But that's not to say mesh collision doesn't have any advantages, it's good in some situations, just not very many these days.
Texturemapping is a crucial concern on the other hand. On single models one has a bit of leeway but on a tileset it has to be mathematically perfect, so I would imagine it'd take you awhile if you haven't worked with it before. I talk a bit about it in the tileset tutorial, and a bit about mapping borders in another tutorial, but those only cover a fraction of what texture-mapping is. Best advice I can give is to read the user reference or google tutorials, but a quick one is to use planar maps whenever possible because they're easy to manipulate through the gizmo on different sides of the mesh.
Texturemapping is a crucial concern on the other hand. On single models one has a bit of leeway but on a tileset it has to be mathematically perfect, so I would imagine it'd take you awhile if you haven't worked with it before. I talk a bit about it in the tileset tutorial, and a bit about mapping borders in another tutorial, but those only cover a fraction of what texture-mapping is. Best advice I can give is to read the user reference or google tutorials, but a quick one is to use planar maps whenever possible because they're easy to manipulate through the gizmo on different sides of the mesh.