Start with...
Quote: "a star field backround"
I would (I did) make a huge cube (like 5000^3) and texture it with stars (basically white dots on a black background). Make sure you adjust your camera range well beyond 5000 so the background can be seen. Always position this cube at the same coordinates as your ship.
Next...
Plan out your maps (solar systems I am guessing). Maybe create a UDT array like this;
Type system
x as float
y as float
z as float
size as float
texture as DWord
tilt as float
Endtype
Dim Sys_Objects(20,5) as system
` (20,5) would be 6 systems (0-5) with a maximum of 21 (0-20) objects.
Starting with that sample code (adjusted for your needs), you can read in the system maps from a data starement, like this:
Restore celestial
For i = 0 to 5
For j = 0 to 20
Read Sys_Objects(j,i).x,Sys_Objects(j,i).y,Sys_Objects(j,i).z,Sys_Objects(j,i).size,Sys_Objects(j,i).texture,Sys_Objects(j,i).tilt
Next j
Next i
celestial:
Data 1500,10,3000,50,3,13
`This would be a planet located at 1500,10,3000 (x,y,z) with a size of 50, textured with image number 3, and tilted 13 degrees.
`Continue data statements for all stars and planets. If you have less planets than the maximum, use a data statement like this:
Data 0,0,0,.01,3,0
`This will make a microscopic planet probably in the middle of your star.
And finally, make only one map at a time around coordinates 0,0,0. You can quickly make your system as needed by using the Sys_Objects array. Start the player near 0,0,0 (but not too close to the star), maybe near one of the planets. Then the player can roam where they want. If they leave the system, they can travel pretty much any distance and will never come across another system. If they use the warp, come up with some movie or effect to show the player while you rebuild the system behind the scenes. When the system get's rebuilt, just place the player's ship somewhere appropriate, again near 0,0,0.
"Droids don't rip your arms off when they lose." -H. Solo
REALITY II