@jhocking: Here...
Hope this helps.
;base game engine for school project .beginworld ;loads graphics buffer and resolution AppTitle "Rome: Rich vs. Poor Graphics3D 1024,768 SetBuffer BackBuffer () .openworldprog ;Particle emitter by Wiebo de Wit Include "include_school.bb" p_setup p_setwind(-45,0.0005) ;GLOBALS Global floor1 Global x#,y#,z#,terra_y#,zz#,ww# Global camera_pivot Global health# = 100,numhi,numlo Global endGame = LoadImage("endgame.png") Dim roads(15) Dim seto(17) Global alive = True Global ascend# = 6 Global camflip = False Global waitum =12 ;collision globals Global SCENERY = 1 Global PLAYER = 2 Global PROPS = 4 Global CARPET = 5 Global bldg1 = 6 ;other files to include Include "numbers.bb" Include "schoolprops.bb" ;light Global light = CreateLight() RotateEntity light, 90,0,0 ;camera time camera_pivot= CreatePivot() ;this caused error EntityRadius camera_pivot,1.4,1 EntityRadius camera_pivot,1.4 EntityType camera_pivot,PLAYER Global camera = CreateCamera(camera_pivot) CameraRange camera,1,1000 CameraFogMode camera,1 CameraFogRange camera,60,200 Global cam2 = CreateCamera(camera_pivot) ;rotate it RotateEntity cam2, 0,180,0 ;hide it HideEntity cam2 ;specify viewport CameraViewport cam2,30,40,160,110 ;sky view Global sky = CreateSphere(16,camera_pivot) FlipMesh sky ScaleEntity sky,100,100,100 PositionEntity sky, 0,50,0 sky_tex = LoadTexture("sky.bmp") EntityTexture sky,sky_tex ;terrain view Global terrain = LoadTerrain("height2.jpg") TerrainDetail terrain,2500,True ScaleEntity terrain, 3,15,3 PositionEntity terrain,-1000,0,-530 ter_tex = LoadTexture("mossyground.bmp") EntityTexture terrain,ter_tex EntityRadius terrain,0.2 EntityType terrain,SCENERY ;Position the camera PositionEntity camera_pivot, 71.7469,6.73231,103.762 ;Collision Handling Collisions CARPET,SCENERY,2,1 Collisions PLAYER,PROPS,2,1 ;Collisions PLAYER,CARPET,2,3 Collisions PLAYER,PLAYER,2,1 ;cutscene initiation example code ;If EntityX(camera_pivot) = 60 And EntityY(camera_pivot) = 7 And EntityZ(camera_pivot) = 100 ;Graphics3D 1024,768 ;imgtest = LoadImage ("victory.jpg") ;DrawImage imgtest,0,0 ;Flip ;WaitKey ;Goto beginworld ;EndIf Const bldg = 1, bldg2 = 2, bldg3 = 3 Type bldg Field bldg Field howto End Type For blgdtest.bldg = Each bldg If blgdtest\bldg = pickedbldg Graphics3D 1024,768 imgtest = LoadImage ("victory.jpg") DrawImage imgtest,0,0 Flip WaitKey Goto beginworld EndIf Next ;======================; ; This is our main loop. ; ;======================; .main2 While Not KeyHit(1) If alive If KeyDown(200) MoveEntity camera_pivot,0,0,0.09 If KeyDown(208) MoveEntity camera_pivot,0,0,-0.05 End If If KeyDown(203) TurnEntity camera_pivot,0,2,0 If KeyDown(205)TurnEntity camera_pivot,0,-2,0 x#=EntityX(camera_pivot) y#=EntityY(camera_pivot) z#=EntityZ(camera_pivot) ;# 14 Press space to show/hide camera 2 If Not waitum If KeyDown(57) If camflip HideEntity cam2 camflip = False waitum = 12 Else ShowEntity cam2 camflip = True waitum = 12 End If End If End If If waitum waitum = waitum -1 ;#14 images Select holding Case 1 DrawImage imgLamp,700,450 Case 2 DrawImage imgJar,700,450 Case 3 DrawImage imgNacar,700,450 Case 4 DrawImage imgankh,700,450 End Select UpdateWorld RenderWorld If KeyDown (2) Text 10,10, "X = " + x# Text 10,25, "Y = " + y# Text 10,40, "Z = " + z# EndIf If Not alive DrawImage endgame,0,0 If finaltimer < MilliSecs() Then Exit End If Flip Wend Props file: ;include file props.bb ;================ ;a floor cube_tile = LoadTexture("Floor.jpg") floor1 = CreateCube() ScaleEntity floor1,8,0.06,13 ScaleTexture cube_tile,.5,.5 EntityTexture floor1,cube_tile EntityType floor1,CARPET EntityRadius floor1,.4 PositionEntity floor1, 67,5,120 ;fence time! :) thefence = LoadMesh ("woodenfence.b3d") PositionEntity thefence, 60,5.8,109 RotateEntity thefence, 0,-90,0 ScaleEntity thefence, 0.1,0.1,0.1 texfence = LoadTexture ("woodfence.bmp") EntityTexture thefence,texfence EntityType thefence,PROPS EntityRadius thefence,1 ;more fennces ;the other side fence6 = CopyEntity(thefence) PositionEntity fence6, 60,5.8,109 fence7 = CopyEntity(thefence) PositionEntity fence7, 60,5.8,113 fence8 = CopyEntity(thefence) PositionEntity fence8, 60,5.8,117 fence9 = CopyEntity(thefence) PositionEntity fence9, 60,5.8,121 fence10 = CopyEntity(thefence) PositionEntity fence10, 60,5.8,125 fence11= CopyEntity(thefence) PositionEntity fence11, 60,5.8,129 fence12 = CopyEntity(thefence) PositionEntity fence12, 60,5.8,107 RotateEntity fence12, 0,180,0 fence13 = CopyEntity(fence12) PositionEntity fence13, 64,5.8,107 fence14 = CopyEntity(fence12) PositionEntity fence14, 68.5,5.8,107 ;few more fences fence16 = CopyEntity(fence12) PositionEntity fence16, 65,5.8,131 fence17 = CopyEntity(fence12) PositionEntity fence17, 69,5.8,131 fence18 = CopyEntity(fence12) PositionEntity fence18, 72.5,5.8,131 fence20 = CopyEntity(fence18) PositionEntity fence20, 61.5,5.8,130 ;final fences fence21 = CopyEntity(fence18) PositionEntity fence21, 73.5,5.8,130 RotateEntity fence21, 0,-90,0 fence22 = CopyEntity(fence18) PositionEntity fence22, 73.5,5.8,126 RotateEntity fence22, 0,-90,0 fence23 = CopyEntity(fence18) PositionEntity fence23, 73.5,5.8,122 RotateEntity fence23, 0,-90,0 fence24 = CopyEntity(fence18) PositionEntity fence24, 73.5,5.8,118 RotateEntity fence24, 0,-90,0 fence25 = CopyEntity(fence18) PositionEntity fence25, 73.5,5.8,114 RotateEntity fence25, 0,-90,0 fence26 = CopyEntity(fence18) PositionEntity fence26, 73.5,5.8,110 RotateEntity fence26, 0,-90,0 fence27 = CopyEntity(fence26) PositionEntity fence27, 73.5,5.8,106 fence28 = CopyEntity (fence18) PositionEntity fence28, 71.8197,5.8,100.995 ;fence29 = CopyEntity (fence18) ;PositionEntity fence29 ;building time blgdtest.bldg = New bldg bldgtest = LoadMesh ("shop.3ds") PositionEntity bldgtest, 65.5081,6.2,105.07 RotateEntity bldgtest,0,90,0 ScaleEntity bldgtest, 0.08,0.08,0.08 bldgtex = LoadTexture ("comedy.jpg") EntityTexture bldgtest,bldgtex EntityType bldgtest,PROPS EntityRadius bldgtest,1.10
Hope this helps.