can u do that so i can just put it in my code bc i just tried and i must have done it wrong bc my camera screws up now
Here's a "bare bones" effort that should illustrate most of the stuff you need (with simple placeholder objects and textures).
;system Graphics3D 640,480,0,1 SetBuffer BackBuffer() HidePointer ;player player=CreateCube() ;camera cam=CreateCamera(player) CameraRange cam,.1,50 CameraFogMode cam,1 CameraFogRange cam,20,30 ;level level=CreatePlane();SHUTIT! PositionEntity level,0,-2,0 levelTex=CreateTexture(64,64) SetBuffer TextureBuffer(levelTex) Color 0,255,0 : Rect 0,0,64,64 Color 0,0,255 : Rect 0,0,32,32 : Rect 32,32,32,32 ScaleTexture leveltex,2,2 EntityTexture level,levelTex ;sky sky=CreateSphere(32,player) FlipMesh sky EntityOrder sky,1 skyTex=CreateTexture(512,512) SetBuffer TextureBuffer(skyTex) For i=0 To 400 Color Rnd(0,255),Rnd(0,255),Rnd(0,255) Plot Rnd(0,511),Rnd(0,511) Next EntityTexture sky,skyTex SetBuffer BackBuffer() ;collisions EntityType player,1 EntityType level,2 Collisions 1,2,2,2 ;vars yVel#=0 RotateEntity player,0,0,0 RotateEntity cam,0,0,0,True While Not KeyDown(1) ;mouselook my#=MouseYSpeed()*.5 If my#>3 Then my#=3 If my#<-3 Then my#=-3 TurnEntity player,0,-MouseXSpeed()*.3,0 TurnEntity cam,-my#,0,0 If EntityPitch(cam)>0 And EntityPitch(cam)>60 Then RotateEntity cam,60,EntityYaw(cam),EntityRoll(cam) If EntityPitch(cam)<0 And EntityPitch(cam)<-40 Then RotateEntity cam,-40,EntityYaw(cam),EntityRoll(cam) MoveMouse 320,240 ;jumping For i=0 To CountCollisions(player) If i>0 If CollisionEntity(player,i)=level yVel=0 If KeyDown(57) Then yVel=.1 EndIf EndIf Next ;movement If KeyDown(30) Then MoveEntity player,-.05,0,0 If KeyDown(32) Then MoveEntity player,.05,0,0 If KeyDown(17) Then MoveEntity player,0,0,.05 If KeyDown(31) Then MoveEntity player,0,0,-.05 ;simple gravity TranslateEntity player,0,yVel,0 yVel=yVel-.004 ;sky RotateEntity sky,EntityPitch(sky),-EntityYaw(player),EntityRoll(sky) UpdateWorld RenderWorld Flip Wend
Hopefully you should be able to apply the jumping stuff to your code without too much trouble. The mouselook is hardly exemplary but gives you an idea about how to constrain the "head" a bit.