I have decided that I want to make a hexagon tile based and turn based combat engine for my game. Now, I wanted to include height (stacked hexagon tiles), so since db pro comes with a 3D engine, i thought it would be much easier doing it in the 3D engine. However, before I start I'm worried about some possible problems:
1. Getting textures to tile on the hexagons. Now, for example if wanted to make a patch of grass hexagons together, I want the grass hexagons to have a grass texture that tiles seamlessly. Textures only come in rectangle shapes, not hexagonal ones (obviously

). How can I dynamically texture the hexagon models so that I can in a sense take a larger (or smaller, whatever) texture and lay it over the tops of multiple hexagons so it is seamless, and it looks decent.
2. Getting textures to transition. If I am going with a system described above, how would I make it so that terrain types fade semalessly together? I could just make transition textures if it weren't for the fact that the larger texture I'm laying over the hexagon parts could stop at any place in the image. Am I going to have to dynamically create textures with alpha channels, etc... in the game (or at least map editor)? How easy/feasible is this? Any good suggestions for this? If this is too hard to do I could cut this with somewhat-minimal drawbacks visually (the edge of hexagon could work ok as a transition between textures).
3. In the editor I'm going to definately want to apply textures to different sides of blank hexagons (they are 3D, so they have sides). Would this mean effectively having the editor create and then save a different texture for each hexagon (just one image wrapping around entire hexagon that can texture it), which could then be applied in game? Is it better to dynmacially create these textures in-game from the map data?
I'm so confused.... Basically what I am shooting for is a system where you can paint textures on the sides of hexagons, the textures are actually overlays so they don't look bad, and that there is a system of fading in these overlays. Looks more complex then I actually thought. Anyone have any ideas/suggestions/comments on how I should go about implementing this stuff? I would greatly appreciate it if someone explained to me how best to do this (am I going at it all wrong?), and how exactly (or conceptually) I'm going to get textures and models and dbp to all interact and play nice. Thanks in advance!
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