Because the 'buildings' are primitives (i.e. created with CreateCube) they only have one surface, each face is made of two triangles so the texture will be stretched along them. My advice would be to make the buildings 3 cubes high
As for the collisions, you need to set the EntityType, which tells the program which objects collide with which and the responses to those collisions.
As for the collisions, you need to set the EntityType, which tells the program which objects collide with which and the responses to those collisions.
Graphics3D 800,600 SetBuffer BackBuffer() camera=CreateCamera() CameraClsColor camera,70,80,255 light=CreateLight() RotateEntity light,0,90,0 plane=CreatePlane() EntityColor plane,63,63,63 tex=LoadTexture("buildingwall03.bmp") building=CreateCube() ScaleMesh building,25,25,25 EntityTexture building,tex PositionMesh building,0,25,0 HideEntity building For x = 0 To 50 For y = 0 To 25 cube=CopyEntity(building) EntityType cube,1 PositionEntity cube,y * 200,0,x * 100 cube=CopyEntity(building) EntityType cube,1 PositionEntity cube,y*200,50,x*100 cube=CopyEntity(building) EntityType cube,1 PositionEntity cube,y*200,100,x*100 Next Next MoveEntity camera,100,5,0 EntityType camera,0 Collisions 0,1,3,1 While Not KeyDown( 1 ) If KeyDown( 205 )=True Then TurnEntity camera,0,-0.5,0 If KeyDown( 203 )=True Then TurnEntity camera,0,0.5,0 If KeyDown( 208 )=True Then MoveEntity camera,0,0,-1 If KeyDown( 200 )=True Then MoveEntity camera,0,0,1 RenderWorld Flip Wend End