By "back," I meant that I could see the back of the tank, kind of like the games Uru, Gundam Crossfire, and the such where you see the back of the machine. So here's the updated code:
;The Binary Labyrinth ;By Minkee Global gfxPlayer Global gfxAlert ;Set the graphics mode Graphics3D 640,480 SetBuffer BackBuffer() ;Load An Image gfxPlayer=LoadImage ("invader.bmp") ;Load Another image gfxAlert=LoadImage ("alert.bmp") ;Set global on font variables Global fntArial ;Load fonts to a file handle variables fntArial=LoadFont ("OCR A Extended",36,False,False,False) ;Set the font and print text SetFont fntArial ;Okay... Print "The Forbidden" fntComic=LoadFont ("Arial",15,False,False,False) ;Set font SetFont fntComic ;Subtitles Print "The Forbidden: As the last defender of Britain, you must fight the opposing forces and win the war!" Print "Press the arrow keys To move forward, backwards, Left, And Right and press the spacebar to fire." Print "Questions? Comments? Constructive criticism? Feel free to contact me at minkee.s@..." Print "Code written by Minkee S" Print "A GLITCH CITY GAMES CO. PRODUCTION" ;This draws the images DrawImage gfxPlayer, 500,0,0 DrawImage gfxAlert, 300,300,0 WaitKey ;Create a camera camera=CreateCamera() PositionEntity camera,0,0,-50 ;Create a light light=CreateLight() ;Assign the types type_player=1 type_ground=2 ;Global some sound Global Music Music=LoadSound("Dreamland.mp3") PlaySound Music ;Create some terrain tex=LoadTexture ("texture.jpg") ScaleTexture tex,.5,.5 ground=LoadTerrain("spikey.jpg") ScaleEntity ground,5,100,5 EntityTexture ground, tex EntityType ground, type_ground ;Load the tank tadpole=LoadMesh( "btadpole.3ds" ) tex2=LoadTexture( "spheremap.bmp",64+1 ) PositionEntity tadpole, 0,1,5 EntityTexture tadpole,tex2 EntityFX tadpole,10 ScaleEntity tadpole, 0.1,0.1,0.1 PositionEntity tadpole,-20,50,40 EntityType tadpole, type_player Collisions type_player,type_ground,2,2 Collisions type_ground,type_player,2,2 ;Make the program run While Not KeyHit(1) ;Movement If KeyDown (208) TranslateEntity tadpole, 0,0,-0.3 If KeyDown (200) TranslateEntity tadpole, 0,0,0.3 If KeyDown (205) TranslateEntity tadpole, 0.3,0,0 If KeyDown (203) TranslateEntity tadpole, -0.3,0,0 UpdateWorld RenderWorld Flip Wend End