OK aside from the PUN on giving this a shot... I got no joy. Let me post my code as it sits... Simple landscape... lonely castle... sunk boat (how you got here)... you and your xbow out to kick hiney and take names (except it is the age of mayhem and you didn't bring a pencil!)
-RZ
; Gnash v1.alpha ; Ralph Dunn ; ------------------- Graphics3D 800,600 SetBuffer BackBuffer() SeedRnd (MilliSecs()) campiv = CreatePivot() camera = CreateCamera(campiv) floorpivot=CreatePivot() PositionEntity camera,0,140,0 CameraRange camera,.1,1500 CameraFogRange camera,10,1300 EntityRadius camera,5,49 EntityType camera,1 Global windnoise ; -------------- HidePointer ;setup lighting light=CreateLight() RotateEntity light,45,45,0 AmbientLight 48,48,48 ; was 32,32,32 ; Load Sound for backmusic windnoise=LoadSound("media/windlow.ogg") LoopSound windnoise terr=LoadTerrain("textures\hmap_1024.bmp") ScaleEntity terr,25,400,25 PositionEntity terr,-20*512,0,-20*512 EntityFX terr,1 EntityType terr,2 ;Load terrain ;apply textures To terrain tex1=LoadTexture( "textures\coolgrass1.bmp",1 ) ScaleTexture tex1,10,10 tex2=LoadTexture( "textures\lmap_256.bmp" ) ; i like a nice set of colors ScaleTexture tex2,TerrainSize(terr),TerrainSize(terr) EntityTexture terr,tex1,0,0 EntityTexture terr,tex2,0,1 ; Draw the Aimpoint where the TEXT goes or you never see it aim=LoadImage("textures\aimpoint2.png") ;create cloud planes cloud=LoadTexture( "textures\cloud_2.bmp",3) ScaleTexture cloud,1000,1000 p=CreatePlane() EntityTexture p,cloud EntityFX p,1 PositionEntity p,0,900,0 p=CopyEntity( p ) RotateEntity p,0,0,180 ;create water plane tex=LoadTexture( "textures\wawa1.bmp",3 ) ScaleTexture tex,128,128 p=CreatePlane() EntityTexture p,tex EntityBlend p,1 EntityAlpha p,.75 PositionEntity p,0,41,0 EntityFX p,1 ;EntityType p,2 ;create ground plane in case someone goes off map tex=LoadTexture( "textures\mossyground1.jpg",3 ) ScaleTexture tex,128,128 p2=CreatePlane() EntityTexture p2,tex EntityBlend p2,1 EntityAlpha p2,.75 PositionEntity p2,0,1,0 EntityFX p2,1 EntityType p2,2 ;cool castle castle=LoadMesh( "textures\tower1.b3d" ) PositionEntity castle,418,125,809 EntityFX castle,0 EntityType castle,2 EntityPickMode castle,2 UpdateNormals castle TurnEntity castle,0,164,0 ScaleEntity castle,18,30,18 ;lil dingy boat=LoadMesh( "textures\smallboat.b3d" ) PositionEntity boat,74,3,-267 EntityFX boat,0 EntityType boat,2 EntityPickMode boat,3 UpdateNormals boat TurnEntity boat,0,0,0 ScaleEntity boat,2,2,2 ; Load Xbow xbow=LoadAnimMesh("textures\xbow1.b3d",camera) ScaleEntity xbow,.8,.8,.8 RotateEntity xbow,90,0,190 PositionEntity xbow,2,-2,8 ; load xbow ammo bolt=LoadMesh("textures\xbowbolt.b3d",camera) ScaleEntity bolt,.8,.8,.8 RotateEntity bolt,0,180,0 PositionEntity bolt,2,-2,8 newbolt=CopyEntity(bolt) CameraFogColor camera, 2, 2, 2 CameraFogMode camera,1 Collisions 1,2,2,3 Collisions 1,3,2,3 jumpflag=False j#=1 PlaySound windnoise While Not KeyDown( 1 ) mxs#=MouseXSpeed()/4 mys#=MouseYSpeed()/4 xa#=(xa#-mxs#)Mod 360 ya#=(ya#+mys#)Mod 360 ;limit up and down looking If ya#>=90 Then ya#=90 If ya#<= -89 Then ya#= -89 MoveMouse GraphicsWidth()/2,GraphicsHeight()/2 RotateEntity camera,ya#,xa#,0 ; ------------------------------------------------------------------------------------- If KeyDown( 205 )=True Then RotateEntity camera,0,-5,0 If KeyDown( 203 )=True Then RotateEntity camera,0,+5,0 If KeyDown( 208 )=True Then MoveEntity camera,0,0,-5 If KeyDown( 200 )=True Then MoveEntity camera,0,0,5 If MouseHit (1) = True Then Animate xbow,3 newbolt=CopyEntity(bolt):PositionEntity newbolt,x#,y#,z#:RotateEntity newbolt,EntityPitch (camera),EntityYaw (camera),0 PositionEntity newbolt,x#,y#,z#+1 If KeyHit( 57 )=True And jumpflag = False jumpflag=True oldtime=MilliSecs() EndIf If jumpflag = True Then TranslateEntity camera,+0,+9,+0 If MilliSecs()>oldtime+1250 Then jumpflag=False x#=EntityX(camera) y#=EntityY(camera) z#=EntityZ(camera) ; ---- HOW TO USE GRAVITY y#=y#-8 ; ------------------ PositionEntity camera,x#,y#,z# UpdateWorld() RenderWorld() Text 0,0,"Use cursor keys to move about the terrain [ESC] to quit" Text 0,10,"Jumpflag:"+jumpflag Text 0,30,"X: "+x# Text 100,30,"Y: "+y# Text 200,30,"Z: "+z# DrawImage aim,400,300 Flip Wend EndI figure one of you bright boys can see what I done wrong... The program draws a new BOLT everyplac I move... kind of like pacman in reverse. No fire effect... nada!
-RZ