These screenshots show some of the basic features of the Casper engine. The
first image shows a dolphin xfile being loaded. The second screenshot shows a
terrain that was built and textured entirely using the engine's in-game editor.
The terrain was saved and loaded back in. The third and fourth screenshots show
us building the terrain. In the third screenshot, we have just textured and
raised part of the terrain up. The fourth screenshot shows the terrain after
lighting is calculated. Press 'L' in the in-game editor to recalculate lighting
on the terrain. The fifth screenshot shows how a terrain map can be used to
overlay textures with different levels of transparency onto the terrain besides
just using tiled textures like the ones you see in screenshot3. The screenshots
might not look like much, but they demonstrate all and more of the
functionality that the warcraft3 engine has. When dealing with graphics
technology it is easy to assume pretty pictures means a good engine. That is
not the case. Art accounts for at least 50% of not more, of what you see. In
this case, I have very bad art being showcased using a rather decent engine.
Update(11/08/04) - The eigth and ninth shot shows pathfinding AI. The grass
blocks the paths of the animated cactii. Nine also shows a finalized tileset painting
utility which paints tiles and their borders automatically like in starcraft.
One cool thing is any tile can be combined with any other tile, unlike starcraft where
certain tiles need a sub tile border. But neither system supports blending three tiles
at once, and you can see the result of trying to do so in the ninth screenshot.