sure its simple. I think you missunderstood me though.When I said blurr filter I just ment a photoshop filter. I used
the "wind filter". Then scrolled the texture for animation.
the "wind filter". Then scrolled the texture for animation.
; TerrainY Example ; ---------------- Graphics3D 640,480 SetBuffer BackBuffer() camera=CreateCamera() PositionEntity camera,1,1,1 light=CreateLight(3) PositionEntity light ,1,40,1 RotateEntity light,90,0,0 LightRange light,100 LightConeAngles light,220,220 lite= CreateLight(3) PositionEntity lite ,128,40,128 LightColor lite,-50,-50,-50 RotateEntity lite,90,0,0 LightRange lite,100 LightConeAngles lite,220,220 CameraClsColor camera,100,120,150 CameraFogMode camera,True CameraFogRange camera,-15,50 CameraFogColor camera,100,120,150 CameraRange camera,1,85 ; Load terrain terrain=LoadTerrain( "cliffhop.bmp" ) terrain2=LoadTerrain( "cliffhop8.bmp" ) EntityAlpha terrain2,.15 ;EntityFX terrain2,32 TerrainShading terrain,True TerrainShading terrain2,False ; Scale terrain ScaleEntity terrain,4,50,4 ScaleEntity terrain2,4,50,4 ;PositionEntity clouds,EntityX(terrain)-20,EntityY(terrain)+35,EntityZ(terrain) ;PositionEntity terrain2,EntityX(terrain),EntityY(terrain)-.5,EntityZ(terrain) ; Texture terrain grass_tex=LoadTexture( "granitwall.bmp" ) ScaleTexture grass_tex,4,4 EntityTexture terrain,grass_tex,0,1 ;textureterrain2 cloudtex=LoadTexture("weirdsky.bmp") ScaleTexture cloudtex,8,4 EntityTexture terrain2,cloudtex,0,1 ; Set terrain detail, enable vertex morphing TerrainDetail terrain,3000,True TerrainDetail terrain2,2000,True ;TextureBlend grass_tex,(0+2) TextureBlend cloudtex,2 ;loads an object ;witchprogect=LoadMesh ("freestyle.b3d") ;ScaleEntity witchprogect,.05,.05,.05 ;PositionEntity witchprogect,EntityX(terrain)+45,EntityY(terrain)+6.5,EntityZ(terrain)+60 ;EntityTexture witchprogect,grass_tex r#=0 While Not KeyDown( 1 ) r#=r#+.001 RotateTexture cloudtex,r#*5 PositionTexture cloudtex,r#,r# ;TurnEntity witchprogect,0,50,0 If KeyDown( 203 )=True Then x#=x#-0.3 If KeyDown( 205 )=True Then x#=x#+0.3 If KeyDown( 208 )=True Then y#=y#-0.3 If KeyDown( 200 )=True Then y#=y#+0.3 If KeyDown( 44 )=True Then z#=z#-0.3 If KeyDown( 30 )=True Then z#=z#+0.3 If KeyDown( 205 )=True Then TurnEntity camera,0,-2,0 If KeyDown( 203 )=True Then TurnEntity camera,0,1,0 If KeyDown( 208 )=True Then MoveEntity camera,0,0,-0.2 If KeyDown( 200 )=True Then MoveEntity camera,0,0,0.2 x#=EntityX(camera) y#=EntityY(camera) z#=EntityZ(camera) terra_y#=TerrainY(terrain,x#,y#,z#) terra_x#=TerrainX(terrain,x#,Y,Z#) terra_z#=TerrainZ(terrain,x#,Y,Z#) PositionEntity camera,x#,terra_y#+2,z# RenderWorld Text 0,0,"Use cursor keys to move about the terrain" ; Output TerrainY value to screen Text 0,40,"terrainx: "+terra_x# Text 0,20,"TerrainY: "+terra_y# Text 0,60,"Terrainz: "+terra_z# Flip Wend End