Oh ... lol you need to program in planner mapping, i can't think of howto do that right now - but it'll use the Mesh Memblock.
i think what you have to do is find the Max - Min of the X Z vertex points - once you have that you can then use the Min as 0.0 and Max as 1.0 and take where the Vectex point from the top down is in relation to that and then plot the UV according to that.
erm like say
function Planner_Map( wObject as word, strTexture as string )
`// private declarations
local TRUE as boolean = 1
local FALSE as boolean = 0
local bBuffer as boolean
local dwMaxVertex as dword
local type Vec3_t
x as float
y as float
z as float
endtype
local type maxmin_t
max as Vec3_t
min as Vec3_t
buffer as Vec3_t
endtype
local object as maxmin_t
local dwPosition as dword
`// make memblock for editing
make mesh from object wObject,wObject
delete object wObject
make memblock from mesh 1,wObject
delete mesh wObject
`// grab Max Vertex
dwMaxVertex = memblock dword(1,dwPosition)
dim vertArray( dwMaxVertex ) as Vec3_t
dwPosition = 32
`// find Max X
for index = 0 to dwMaxVertex - 1
if bBuffer = FALSE
object.buffer.x = memblock float(1,dwPosition) : dwPosition,8
object.buffer.z = memblock float(1,dwPosition) : dwPosition,4
bBuffer = TRUE
else
object.buffer.x = memblock float(1,dwPosition) : dwPosition,8
if object.buffer.x < object.max.x then object.max.x = object.buffer.x
else
if object.buffer.x > object.min.x then object.min.x = object.buffer.x
endif
endif
object.buffer.z = memblock float(1,dwPosition) : dwPosition,4
if object.buffer.z < object.max.z then object.max.z = object.buffer.z
else
if object.buffer.z > object.min.z then object.min.z = object.buffer.z
endif
endif
endif
endfunction
oki sorry i'm kinda bored here and i've lost my place cause of Kloud - he's talking to me about C++ and Dx,
i'll finish this a lil later once i can have my full attention
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?