If counter = 20 Then hold(counter)\item = loadmesh("../media/cube.b3d") hold(counter)\item1 = CopyMesh(hold(counter)\item) hold(counter)\anim1 = 0 hold(counter)\ID = counter hold(counter)\points = 0 hold(counter)\sizex# = 2 hold(counter)\sizez# = 2 hold(counter)\gridx = -1 hold(counter)\gridz = -1 hold(counter)\status = 1 hold(counter)\itemcount = 1 hold(counter)\lives = 0 hold(counter)\puzzle = 0 hold(counter)\secret = 0 hold(counter)\time = 0 hold(counter)\sphere = 0 hold(counter)\fruit = 0 hold(counter)\cube = 1 hold(counter)\particle = 0 hold(counter)\player = 0 hold(counter)\texture = 0 hold(counter)\nextitem = ID_cube hold(counter)\nextarray = 20 HideEntity(hold(counter)\item) HideEntity(hold(counter)\item1) counter = counter + 1 EndIf If grid(countx%,countz%) = ID_cube Then ;wall section so create a cube and load a texture for it. lvlgrid(countx%,countz%)\item1 = hold(ID_cube)\item1 ;rndynum = Rnd(1,2) ScaleEntity(lvlgrid(countx%,countz%)\item1,1.1,1.1,1.1) rndtnum = Rnd(0,9) ; get a rnd num 0-9, to select a texture to load and assign to wall. tfilename$ = "../media/cube" + Str(rndtnum) + ".png" ;used to load in randomized textures. tfilename$ = Trim$(tfilename) lvlgrid(countx%,countz%)\texture = LoadTexture(tfilename$) Text 250,600, "Texture:" + tfilename$ EntityTexture(lvlgrid(countx%,countz%)\item1, lvlgrid(countx%,countz%)\texture) lvlgrid(countx%,countz%)\item = CopyMesh(lvlgrid(countx%,countz%)\item1) lvlgrid(countx%,countz%)\anim1 = 0 lvlgrid(countx%,countz%)\cube = 1 ;this is a wall section, so texture is needed also. lvlgrid(countx%,countz%)\nextitem = ID_cube ;we will always be a cube, never changing. lvlgrid(countx%,countz%)\nextarray = ID_cube ; array position of cube item loaded. lvlgrid(countx%,countz%)\sizex# = 2.0 lvlgrid(countx%,countz%)\sizez# = 2.0 lvlgrid(countx%,countz%)\gridx = countx% lvlgrid(countx%,countz%)\gridz = countz% PositionEntity lvlgrid(countx%,countz%)\item,countx% * GX#, 0, countz% * GZ# EntityType lvlgrid(countx%,countz%)\item, GetEntityType(hold(ID_cube)\item) EntityRadius lvlgrid(countx%,countz%)\item, 2.0,2.0 lvlgrid(countx%,countz%)\status = 1 ; the wall segment is always stopped. End If
Hope this helps.. I am just doing like other examples, loading the mesh, then copying the mesh, then using loadtexture, and then entitytexture... and I get nothing, but original texture.