Thanks, I'll play around with each test pyramid and see which one shows up as the selection pyramid in-game.
Once again, great work.
My chief concern is that detailed textures like this tend not to scale nicely in this engine. It's a non-issue in modern games with our fancy mipmaps and anisotropic filtering, but it can lead to an odd sort of sparkle, particularly if the textures have a lot of contrast:
That's not to speak ill of your work, it certainly looks fantastic. I just fear that it might not look as good in-game. Unless Aali has some secret future mipmap+aniso plans for a future version of his driver, this may be something to keep in mind.
Yeah, I was concerned about that so I've been making the floor textures a max of 2048 but the walls and other distant textures smaller since you never see most of them up close anyway except the floor.
So far most of the textures I've tested seem ok, though certain ones like the wood floor I made for the Cathedral scene might have that issue, though I'm not sure yet since I don't have a save at that part.
Also, I probably won't do this for a while, but since the battle scenes are meshes would it be possible to remodel and texture them and import that into the game? Or even if you could add models onto the existing meshes, might be a good way of getting around the issue of low-poly/flat pipes in battle scenes and such.
EDIT: I've replaced all of the test pyramids and none have resulted in replacing the select pyramid
Not really sure what to replace now. Could it be in the magic.lgp?