After realizing that the inaccuracy bug was due to me adjusting the incorrect variable I quickly found the correct one and smushed it. After that I flushed out a few more bugs with the mouse picking properly following the position of the airland and have the mouse system working quite well.
I also set up a multi-tiered picking system where the mouse only checks for a click on the current airland, and only checks against other airlands if the mouse click misses all tiles. I'm hoping to be able to expand this to work at all of the various sizes of entities that may exist. (ie. checks units first, then buildings, then tiles, then airlands)
oh and PTTG?? i'm using .fbx for my model format.
Newest Release:
http://rapidshare.com/files/173457725/Airlands.01.03.rarhttp://www.mediafire.com/file/j1ttimo3im3/Airlands.01.03.rar**note** if you have any previous release installed you may need to uninstall it via your control panel
-Mouse Implemented
-can now select which tile your camera should focus on with the mouse
-can now select which airland your camera should focus on with the mouse
-new fancy clickable buttons with hover and click responses(no current function)
-added tile cycling which allows you to cycle through looking at all of the tiles on the current airland via spacebar
-animated cursor supported, with demonstration cursor included
-button colors changed to something less offending
-filename changed from WindowsGame1 to Airlands
Controls:
Left Mouse Button = select tile/airland
Q = zoom in
A = zoom out
Z = move focused airland down one strata
X = move focused airland up one strata
W = focus airland 1
E = focus airland 2
R = focus airland 3
SpaceBar = cycle through tiles of current airland
ESC = exit
ALT-ENTER = fullscreen toggle
***Edit***
-Known issue: clicking currently goes through the UI and will click on 3d elements hidden behind it. Rest assured those buttons really don't work.
-Also, my next goal is to get working on building a few of the basic systems that will simulate the activites on the airland, hopefully have some visually apparent advancements as these last few updates have all, generally speaking, looked about the same. These will be things like villages, farms, forests, roads, and other basic resource management. These are things that I'll have to give a good amount of thought to as I implement, so i'm not entirely sure what the pace will be like.
My current goal is the next release will at the very least allow you to watch some sort of simulation happen, and hopefully be able to interact with it at some level, which will start moving us from the realm of a 3d engine towards an actual game.