I made a huge, flat, ground in 3D canvas. Then I just put in another cub ontopmof that. I exported it as .x and laoded it into DBPRO.
Here is my code for it.
Rem Project: test
Rem Created: 5/2/2004 3:38:55 PM
Rem ***** Main Source File *****
rem MAKE CAMERA 0
POSITION CAMERA 0,0,200,0
AUTOMATIC CAMERA COLLISION 0,-0.5,0
LOAD OBJECT "mediadirt.x",1
POSITION OBJECT 1,0,0,-100
do
position camera camera position x(),camera position y()-0.01,camera position z()
CONTROL CAMERA USING ARROWKEYS 0,0.01,0.05
loop
Here is the code for the ground, if it helps or not.
xof 0302txt 0032
Header {1; 0; 1;}
// Created by 3D Canvas
Material mat_0 {
1.00E+00;1.00E+00;1.00E+00;1.00E+00;;
0.00E+00;
1.00E+00;1.00E+00;1.00E+00;;
2.00E-01;2.00E-01;2.00E-01;;
TextureFileName {
"floor.BMP";
}
}
Material mat_1 {
8.000001E-01;9.450981E-01;9.058824E-01;1.00E+00;;
0.00E+00;
1.00E+00;1.00E+00;1.00E+00;;
1.60E-01;1.890196E-01;1.811765E-01;;
}
Material mat_2 {
8.862746E-01;9.333334E-01;9.450981E-01;1.00E+00;;
0.00E+00;
1.00E+00;1.00E+00;1.00E+00;;
1.772549E-01;1.866667E-01;1.890196E-01;;
}
Frame Scene {
FrameTransformMatrix {
1.00E+00, 0.00E+00, 0.00E+00, 0.00E+00,
0.00E+00, 1.00E+00, 0.00E+00, 0.00E+00,
0.00E+00, 0.00E+00, 1.00E+00, 0.00E+00,
0.00E+00, 0.00E+00, 0.00E+00, 1.00E+00;;
}
Frame Group {
FrameTransformMatrix {
1.00E+00, 0.00E+00, 0.00E+00, 0.00E+00,
0.00E+00, 1.00E+00, 0.00E+00, 0.00E+00,
0.00E+00, 0.00E+00, 1.00E+00, 0.00E+00,
5.16206E+00, -1.013078E+00, 3.7148E+00, 1.00E+00;;
}
Mesh Cube {
12;
-1.767411E+01; 1.036859E+00; -2.438826E+01;,
-1.767411E+01; 1.036859E+00; 2.438826E+01;,
1.767411E+01; 1.036859E+00; 2.438826E+01;,
1.767411E+01; 1.036859E+00; -2.438826E+01;,
-1.767411E+01; -1.036859E+00; -2.438826E+01;,
-1.767411E+01; 1.036859E+00; -2.438826E+01;,
1.767411E+01; 1.036859E+00; -2.438826E+01;,
1.767411E+01; -1.036859E+00; -2.438826E+01;,
-1.767411E+01; -1.036859E+00; 2.438826E+01;,
1.767411E+01; -1.036859E+00; 2.438826E+01;,
1.767411E+01; 1.036859E+00; 2.438826E+01;,
-1.767411E+01; 1.036859E+00; 2.438826E+01;;
6;
4;0,1,2,3;,
4;4,5,6,7;,
4;8,9,10,11;,
4;7,6,10,9;,
4;4,8,11,5;,
4;4,7,9,8;;
MeshMaterialList {
2;
6;
0,
1,
1,
1,
1,
1;;
{mat_0}
{mat_1}
}
MeshNormals {
24;
0.00E+00; 1.00E+00; 0.00E+00;,
0.00E+00; 1.00E+00; 0.00E+00;,
0.00E+00; 1.00E+00; 0.00E+00;,
0.00E+00; 1.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00; -1.00E+00;,
-1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; -1.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00; -1.00E+00;,
-1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00; -1.00E+00;,
1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00; -1.00E+00;,
1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; -1.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00; 1.00E+00;,
-1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; -1.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00; 1.00E+00;,
1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; -1.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00; 1.00E+00;,
1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00; 1.00E+00;,
-1.00E+00; 0.00E+00; 0.00E+00;;
6;
4;0,1,2,3;,
4;4,7,9,11;,
4;14,17,20,22;,
4;12,10,21,18;,
4;5,15,23,8;,
4;6,13,19,16;;
}
MeshFaceWraps {
6;
0;; 0;;,
0;; 0;;,
0;; 0;;,
0;; 0;;,
0;; 0;;,
0;; 0;;;
}
MeshTextureCoords {
12;
-1.00E+00; 0.00E+00;,
-1.00E+00; -1.00E+00;,
3.149182E-08; -1.00E+00;,
3.149182E-08; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;;
}
}
Frame Group_12 {
FrameTransformMatrix {
1.00E+00, 0.00E+00, 0.00E+00, 0.00E+00,
0.00E+00, 1.00E+00, 0.00E+00, 0.00E+00,
0.00E+00, 0.00E+00, 1.00E+00, 0.00E+00,
0.00E+00, 0.00E+00, 0.00E+00, 1.00E+00;;
}
Mesh Object_10 {
12;
2.627169E+00; -3.383482E+00; -4.545488E+00;,
2.627169E+00; 6.484901E+00; -4.545488E+00;,
3.627169E+00; 6.484901E+00; -4.545488E+00;,
3.627169E+00; -3.383482E+00; -4.545488E+00;,
2.627169E+00; -3.383482E+00; -4.545488E+00;,
2.627169E+00; 6.484901E+00; -4.545488E+00;,
3.627169E+00; 6.484901E+00; -4.545488E+00;,
3.627169E+00; -3.383482E+00; -4.545488E+00;,
2.627169E+00; -3.383482E+00; -3.545488E+00;,
3.627169E+00; -3.383482E+00; -3.545488E+00;,
3.627169E+00; 6.484901E+00; -3.545488E+00;,
2.627169E+00; 6.484901E+00; -3.545488E+00;;
6;
4;0,1,2,3;,
4;8,9,10,11;,
4;7,6,10,9;,
4;4,8,11,5;,
4;5,11,10,6;,
4;4,7,9,8;;
MeshMaterialList {
2;
6;
0,
1,
1,
1,
1,
1;;
{mat_0}
{mat_2}
}
MeshNormals {
24;
0.00E+00; 0.00E+00; -1.00E+00;,
0.00E+00; 0.00E+00; -1.00E+00;,
0.00E+00; 0.00E+00; -1.00E+00;,
0.00E+00; 0.00E+00; -1.00E+00;,
-1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; -1.00E+00; 0.00E+00;,
-1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; 1.00E+00; 0.00E+00;,
1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; 1.00E+00; 0.00E+00;,
1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; -1.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00; 1.00E+00;,
-1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; -1.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00; 1.00E+00;,
1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; -1.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00; 1.00E+00;,
1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; 1.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00; 1.00E+00;,
-1.00E+00; 0.00E+00; 0.00E+00;,
0.00E+00; 1.00E+00; 0.00E+00;;
6;
4;0,1,2,3;,
4;12,15,18,21;,
4;10,8,19,16;,
4;4,13,22,6;,
4;7,23,20,9;,
4;5,11,17,14;;
}
MeshFaceWraps {
6;
0;; 0;;,
0;; 0;;,
0;; 0;;,
0;; 0;;,
0;; 0;;,
0;; 0;;;
}
MeshTextureCoords {
12;
-1.00E+00; 0.00E+00;,
-1.00E+00; -1.00E+00;,
0.00E+00; -1.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;,
0.00E+00; 0.00E+00;;
}
}
}
}
}
AnimationSet x3dc_0 {
Animation Group {
{Group}
AnimationOptions { 1; 0; }
AnimationKey {
2;
1;
0; 3; 5.16206E+00, -1.013078E+00, 3.7148E+00;;;
}
AnimationKey {
0;
1;
0; 4; 1.00E+00, 0.00E+00, 0.00E+00, 0.00E+00;;;
}
}
Animation Group_12 {
{Group_12}
AnimationOptions { 1; 0; }
AnimationKey {
2;
1;
0; 3; 0.00E+00, 0.00E+00, 0.00E+00;;;
}
AnimationKey {
0;
1;
0; 4; 1.00E+00, 0.00E+00, 0.00E+00, 0.00E+00;;;
}
}
}
The camera hist the ground fine but for some reason it goes right through the cube.
Any reason why it does this?
This is not stoping me form making my game and all. But it will add alot more work, as I would have to add in each object in seperatly. I would perfere to put one model in with many pecies, not put in each peice seperatly.
So help would very apperciated.
Just a programmer