Here's the idea... Generic objects are easy as hell once you get the feel for them Just grabbing free textures off the web and editing a little For now take any ideas you have and throw them into the first level... 1. Create a texture, add it to the project and svn 2. Select base shape in xml and set the texture parameter to the file (remember to change the type name) 3. Then pick a color and drop some dots onto "quadMap.png" 4. Document the color you are using back into the xml 5. Compile and that should do it Once we collect enough we'll figure out where to distribute them into other worlds. Keep in mind that we can prob do simple animations with shaders if we have time. Also, some basic rotation or translation mechanics could probably be arranged. Be creative, and keep the base shape in mind... Fire didn't look right till i figured out to use the sphere Same thing with the plants on the cylinders... Box was easy.. Also keep in mind that all the shapes are simple model files. If the shape that you need is not provided, it's a pretty easy process to create a new one. Just create the model in milkshape and export to .x Follow steps 1 - 4. In XML.cs, add a node and copy/paste a couple lines in LoadLevel_Stage2... In ObjectLibrary, copy/paste and trace the 3 lines in the LoadObject() function Copy/Paste a couple lines line to GameObjectList::CreateGenericObject() (the rest the class is generalized) Add type to the Mass.ObjectType struct, then do a find refs on the struct to fill in the blanks...