Function makeemptymap() l=CreateLight() PositionEntity l,400,200,-400 ground=CreateMesh() For cx=0 To nbcasex For cy=0 To nbcasey s.surface=New surface s\surface=CreateSurface(ground) xx=cx*casew yy=cy*caseh For cw=xx To xx+casew Step 2*tile For ch=yy To yy+caseh Step 2*tile v00=fAddVertex(s\surface,cw,ch,0) v10=fAddVertex(s\surface,cw+tile,ch,0) v01=fAddVertex(s\surface,cw,ch+tile,0) v20=fAddVertex(s\surface,cw+2*tile,ch,0) v21=fAddVertex(s\surface,cw+2*tile,ch+tile,0) v02=fAddVertex(s\surface,cw,ch+2*tile,0) v12=fAddVertex(s\surface,cw+tile,ch+2*tile,0) v22=fAddVertex(s\surface,cw+2*tile,ch+2*tile,0) AddTriangle s\surface,v10,v00,v01 AddTriangle s\surface,v10,v21,v20 AddTriangle s\surface,v02,v12,v01 AddTriangle s\surface,v12,v22,v21 Next Next Next Next EntityFX ground,2 UpdateNormals ground End Function Function faddvertex(surf,x,y,z) v.vertex=New vertex v\x=x v\y=y v\z=z v\surface=surf v\vertex=AddVertex(surf,x,y,z) Return v\vertex End Function
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I reviewed my code and in the old one, the shadows are working good... it's
Function initmap() For casex=0 To nbcasex For casey=0 To nbcasey ground(caseX,caseY,0)=CreateMesh() ;EntityColor ground(caseX,caseY,0),Rand(255),Rand(255),Rand(255) COMMENT METTRE DES COLORS OU TEXTURE, PLZ ground(caseX,caseY,1)=CreateSurface(ground(caseX,caseY,0)) ;TurnEntity ground(caseX,caseY,0),-180,0,0 PositionEntity ground(caseX,caseY,0),casex*mapw,casey*maph,10 For gx=0 To mapw Step tile For gy=0 To maph Step tile vertex(caseX,caseY,gx,gy,1)=Rand(6); Relief du vertex vertex(caseX,caseY,gx,gy,0)=AddVertex(ground(caseX,caseY,1),gx,gy,vertex(caseX,caseY,gx,gy,1)) Next Next For gx=0 To mapw-tile Step tile For gy=0 To maph-tile Step tile AddTriangle(ground(caseX,caseY,1),vertex(caseX,caseY,gx,gy,0),vertex(caseX,caseY,gx+tile,gy,0),vertex(caseX,caseY,gx+tile,gy+tile,0)) AddTriangle(ground(caseX,caseY,1),vertex(caseX,caseY,gx,gy+tile,0),vertex(caseX,caseY,gx,gy,0),vertex(caseX,caseY,gx+tile,gy+tile,0)) Next Next FlipMesh ground(caseX,caseY,0) EntityFX ground(caseX,caseY,0),2 ;ground(caseX,caseY,3)=LoadTexture("texture/1mud.bmp") ;ground(caseX,caseY,2)=CreateBrush();LoadBrush("texture/1mud.bmp"); ;BrushTexture ground(caseX,caseY,2),ground(caseX,caseY,3) ;PaintMesh ground(caseX,caseY,0),ground(caseX,caseY,2) ; ME renseinger Sur les textures et les mesh + ; + Textures dynamiques ;+ Comment les sauver.... UpdateNormals ground(caseX,caseY,0) Next Next End Function
hehehehe