Sorry Ross, I know this is confusing and I think I have found out WHY I am having this problem... I can't think of how to fix it though!
The problem comes with TerrainY. I used that to ride the camera along the ground over the bumps. I thought it looked very much better than throwing in some seasick inducing head bobble function.
in this line of code:
I read the terrain map I had created (individually from the endless ground map there posted) and thereby got into this fix.
You see I want a really big terrain map with hills and lakes and such and I wan to be able to have a .X mesh or two to wander in and out of.
Maybe if it was a .B3D file? I could loadAnimMesh on it and it would react differently?
The problem comes with TerrainY. I used that to ride the camera along the ground over the bumps. I thought it looked very much better than throwing in some seasick inducing head bobble function.
in this line of code:
terra_y#=TerrainY(terrain,x#,y#,z#)+40 ; this last number is height 34 - 64 PositionEntity camera,x#,terra_y#,z#
I read the terrain map I had created (individually from the endless ground map there posted) and thereby got into this fix.
You see I want a really big terrain map with hills and lakes and such and I wan to be able to have a .X mesh or two to wander in and out of.
Maybe if it was a .B3D file? I could loadAnimMesh on it and it would react differently?