After I had figured out a solution for getting some way of displaying things, I combined them together to great effect:
"RUN000" being the specific frame it is displaying, and "DRAGON_OGRE" is the name of the skin.
I managed to get the model displaying correctly but I broke the display of the text. It's cutting things in half, it's still attempting to display "RUN000" but the last part got cut off.
Okay so it turns out when I turned my text from 2D into 3D I didn’t update everything I needed to update. I was allocating space for N things that had 2 positions, then I came along and filled in N things with 3 positions.
So the animation text worked because it was actually something like RUN00, so 5×2 = 10, and 3×3=9 so it had enough space to work.
Easy fix, in retrospect but it took me some time to track it down.
From my notes at the time.
I was still browsing through models at the time:
Timeless.
My original plan for this was to use this to create game similar to Wolfenstein 3D, and that definitely had walls. So that was my next ambitious goal, with a bit of misadventuring.
My first implementation was to attempt to just generate some flat planes and hook them together. One corner of a cube, and everything attached, essentially. This was not a plan that was going to work.
I decided to do what everyone else does and just make a large cube and stick everything inside of that.
In Quake 2 for example, you've got the level geometry and then the reddish-orange sky that depicts what it would look on Stroggos. That is effectively the inside of a large cube.
That's one representation of a skybox texture, with the sides labelled. Saves it from looking like things are taking place inside of a black void.
I also started with a Skybox texture, as there are numerous versions floating in the aether.
Depending on how your directions are defined, you find that you have to rotate certain images to fit properly.