I'm trying to load a skysphere object from DarkMATTER into my sample program, but it has no effect! I tried cutting off the fog, then turning the fog off, but still no luck!
I have had no problems with loaded objects from DarkMATTER before, so I'm not sure what the problem is. Well, here is my code:
sync on
sync rate 60
randomize timer()
backdrop on
fog on
fog distance 4000
set camera range 1,5000
load sound "music misty room loop.wav",1
loop sound 1
load sound "THUMP.wav",2
load sound "9_53.wav",3
Hide Mouse
rem start Nukin'
StartCollisionPro( 000000000, 000000000, 000000000 )
StartCollisionDebugPro()
rem declare some constants
#Constant TYPE_NGC_ELLIP=1
#Constant TYPE_NGC_MESH=2
#Constant ELLIP_2_ELLIP=1
#Constant ELLIP_2_POLY=2
#Constant RESP_STICK=1
#Constant RESP_SLIDE=2
#Constant RESP_SLIDE_NO_SLOPES=3
#Constant RESP_SLIDE_NO_GRAV=4
#Constant RESP_NONE=5
#Constant DYN_NO_RESP=1
#Constant DYN_RESP=2
#Constant DYN_RESP_LOCK=3
#Constant DYN_RESP_LOCK_NOTURN=4
#constant TYPE_PLAYER = 1
#constant TYPE_OBJ = 17
#constant TYPE_ENEMY = 2
rem Begin Collision Detections
rem Define Player to enemy collision
SetCollisionsPro( TYPE_PLAYER, TYPE_ENEMY, ELLIP_2_ELLIP, RESP_SLIDE, DYN_NO_RESP )
rem Define Enemy to player collision
SetCollisionsPro( TYPE_ENEMY, TYPE_PLAYER, ELLIP_2_ELLIP, RESP_SLIDE, DYN_NO_RESP )
rem Define Player to World Objects
SetCollisionsPro( TYPE_PLAYER, TYPE_OBJ, ELLIP_2_POLY, RESP_SLIDE, DYN_RESP )
rem Define Enemy to World Objects
SetCollisionsPro( TYPE_ENEMY, TYPE_OBJ, ELLIP_2_POLY, RESP_SLIDE, DYN_RESP )
rem set fog
fog color rgb(28,28,0)
color backdrop rgb(28,28,28)
rem make matrix
make matrix 1,10000,10000,20,20
load image "lead.bmp",1
prepare matrix texture 1,1,1,1
position camera 100,0,100
rem load player
player = 1
load object "L-Knight-Idle.x",player
append object "L-Knight-Move.x",player,25
append object "L-Knight-Attack1.x",player,50
append object "H-Knight-Impact.x",player,75
rem set up player
CollisionTypePro( player, TYPE_PLAYER )
SetObjRadiusPro( player, 8, 6, 8 )
SetObjScalePro(player,4000,4000,4000)
yrotate object player,180
fix object pivot player
position object 1,15,0,15
set object collision to boxes 1
rem load enemy
monX# = 150
monZ# = 150
rollbug = 3
load object "L-Alien Rollerbug-Idle.x",rollbug
append object "L-Alien Rollerbug-Attack1.x",rollbug,25
rem set up monster
CollisionTypePro( rollbug, TYPE_ENEMY )
SetObjRadiusPro( rollbug, 8, 6, 8 )
SetObjScalePro(rollbug,4000,4000,4000)
position object rollbug,monX#,0,monZ#
set object collision to boxes 3
rem load 2nd enemy
floater = 32
load object "L-Alien Psionic-Idle.x",floater
CollisionTypePro( floater, TYPE_ENEMY )
SetObjRadiusPro( floater, 8, 6, 8 )
SetObjScalePro( floater, 4000, 4000, 4000 )
yrotate object floater,180
fix object pivot floater
set object collision to boxes 32
position object floater,400,0,10
loop object floater
rem make 3rd enemy
floater2 = 33
load object "L-Alien Psionic-Idle.x",floater2
position object floater2,779,0,700
CollisionTypePro( floater2, TYPE_ENEMY )
SetObjRadiusPro( floater2, 8, 6, 8 )
SetObjScalePro( floater2, 4000, 4000, 4000 )
yrotate object floater2,180
fix object pivot floater2
set object collision to boxes 33
loop object floater2
rem load spectre 4th enemy
gob = 34
load object "L-Spectre-Move.x",gob
position object gob, 992,0,953
CollisionTypePro( gob, TYPE_ENEMY )
SetObjRadiusPro( gob, 8, 6, 8 )
SetObjScalePro( gob, 4000, 4000, 4000 )
yrotate object gob,180
fix object pivot gob
set object collision to boxes 34
ghost object on 34, 1
REM HERE IS WHERE I TRY TO LOAD UP THE
REM SKYSPHERE FROM DARKMATTER. i'M NOT SURE WHAT I AM DOING
REM INCORECTLY! ANY HELP IS GREATLY APPRECIATED!
rem load skysphere
sky = 35
load object "mm.x",sky
position object sky,1,1,1
CollisionTypePro( sky, TYPE_OBJ )
SetObjScalePro( sky, 10000,10000,10000 )
rem make pillar
pillar = 2
load image "Sandstone_cliff_T.bmp",pillar
make object box pillar,400,10000,400
position object pillar,400,0,400
texture object pillar,2
CollisionTypePro( pillar, TYPE_OBJ )
rem make 2nd pillar
pillar2 = 4
make object box pillar2,400,10000,400
position object pillar2,900,0,400
texture object pillar2,2
CollisionTypePro( pillar2, TYPE_OBJ )
pillar3 = 5
make object box pillar3,400,10000,400
position object pillar3,1300,0,400
texture object pillar3,2
CollisionTypePro( pillar3, TYPE_OBJ )
pillar4 = 6
make object box pillar4,400,10000,400
position object pillar4,400,0,800
texture object pillar4,2
CollisionTypePro( pillar4, TYPE_OBJ )
pillar5 = 7
make object box pillar5,400,10000,400
position object pillar5,1700,0,400
texture object pillar5,2
CollisionTypePro( pillar5, TYPE_OBJ )
pillar6 = 8
make object box pillar6,400,10000,400
position object pillar6,1700,0,800
texture object pillar6,2
CollisionTypePro( pillar6, TYPE_OBJ )
pillar7 = 9
make object box pillar7,400,10000,400
position object pillar7,400,0,1200
texture object pillar7,2
CollisionTypePro( pillar7, TYPE_OBJ )
pillar8 = 10
make object box pillar8,400,10000,400
position object pillar8,1700,0,1200
texture object pillar8,2
CollisionTypePro( pillar8, TYPE_OBJ )
pillar9 = 11
make object box pillar9,400,10000,400
position object pillar9,400,0,1600
texture object pillar9,2
CollisionTypePro( pillar9, TYPE_OBJ )
pillar10 = 12
make object box pillar10,400,10000,400
position object pillar10,1700,0,1600
texture object pillar10,2
CollisionTypePro( pillar10, TYPE_OBJ )
pillar11 = 13
make object box pillar11,1400,10000,400
position object pillar11,400,0,1600
texture object pillar11,2
CollisionTypePro( pillar11, TYPE_OBJ )
pillar12 = 14
make object box pillar12,400,10000,400
position object pillar12,1700,0,2000
texture object pillar12,2
CollisionTypePro( pillar12, TYPE_OBJ )
pillar13 = 15
make object box pillar13,400,10000,400
position object pillar13,400,0,2000
texture object pillar13,2
CollisionTypePro( pillar13, TYPE_OBJ )
pillar14 = 16
make object box pillar14,400,10000,400
position object pillar14,400,0,2400
texture object pillar14,2
CollisionTypePro( pillar14, TYPE_OBJ )
pillar15 = 17
make object box pillar15,400,10000,400
position object pillar15,400,0,2800
texture object pillar15,2
CollisionTypePro( pillar15, TYPE_OBJ )
pillar16 = 18
make object box pillar16,400,10000,400
position object pillar16,400,0,3200
texture object pillar16,2
CollisionTypePro( pillar16, TYPE_OBJ )
pillar17 = 19
make object box pillar17,400,10000,400
position object pillar17,2100,0,2400
texture object pillar17,2
CollisionTypePro( pillar17, TYPE_OBJ )
pillar18 = 20
make object box pillar18,400,10000,400
position object pillar18,2100,0,2800
texture object pillar18,2
CollisionTypePro( pillar18, TYPE_OBJ )
pillar19 = 21
make object box pillar19,400,10000,400
position object pillar19,2100,0,3200
texture object pillar19,2
CollisionTypePro( pillar19, TYPE_OBJ )
pillar20 = 22
make object box pillar20,400,10000,400
position object pillar20,2100,0,3600
texture object pillar20,2
CollisionTypePro( pillar20, TYPE_OBJ )
pillar21 = 23
make object box pillar21,400,10000,400
position object pillar21,2100,0,4000
texture object pillar21,2
CollisionTypePro( pillar21, TYPE_OBJ )
pillar22 = 24
make object box pillar22,400,10000,400
position object pillar22,2100,0,4400
texture object pillar22,2
CollisionTypePro( pillar22, TYPE_OBJ )
pillar23 = 25
make object box pillar23,400,10000,400
position object pillar23,2100,0,4800
texture object pillar23,2
CollisionTypePro( pillar23, TYPE_OBJ )
pillar24 = 26
make object box pillar24,400,10000,400
position object pillar24,2100,0,5200
texture object pillar24,2
CollisionTypePro( pillar24, TYPE_OBJ )
pillar25 = 27
make object box pillar25,400,10000,400
position object pillar25,400,0,3600
texture object pillar25,2
CollisionTypePro( pillar25, TYPE_OBJ )
pillar26 = 28
make object box pillar26,400,10000,400
position object pillar26,400,0,4000
texture object pillar26,2
CollisionTypePro( pillar26, TYPE_OBJ )
pillar27 = 29
make object box pillar27,400,10000,400
position object pillar27,400,0,4400
texture object pillar27,2
CollisionTypePro( pillar27, TYPE_OBJ )
pillar28 = 30
make object box pillar28,400,10000,400
position object pillar28,400,0,4800
texture object pillar28,2
CollisionTypePro( pillar28, TYPE_OBJ )
pillar29 = 31
make object box pillar29,400,10000,400
position object pillar29,400,0,5200
texture object pillar29,2
CollisionTypePro( pillar29, TYPE_OBJ )
health = 100
a = 0
forward = 0
right = 0
back = 0
left = 0
rem main game loop
Do
rem set attack flag to off
attack = 0
rem loop monster1 and get monster's positions
MangleY# = object angle Y(3)
MangleX# = object angle X(3)
loop object 3,1,25
rem set up health bar
set cursor 0,0
box 10,20,health,30,0,255,0,0
rem get last frame
totalz3 = total object frames(3)
totalz = total object frames(1)
rem X print totalz
flX# = object position X(32)
flY# = object position Y(32)
flZ# = object position Z(32)
fl2X# = object position X(floater2)
fl2Y# = object position Y(floater2)
fl2Z# = object position Z(floater2)
print X#
print Y#
print Z#
loop object 1,1,25
Rem Store Object angle Y in aY#
aY# = Object angle Y(1)
If Upkey()=1
XTest# = Newxvalue(X#,CameraAngleY#,3)
ZTest# = Newzvalue(Z#,CameraAngleY#,3)
If XTest#>0 and XTest#<10000 and ZTest#>0 and ZTest#<10000
Move object 1,3
loop object 1,25,50
Endif
if XTest#<=0 and XTest#>=10000 and ZTest#<=0 and ZTest#>=10000
position object 1,X#,0,Z#
endif
Endif
if downkey()=1
move object 1,-3
loop object 1,25,50
endif
if spacekey()=1
loop object 1,50,75
soundInt = sound playing(2)
rem X if soundInt = 0 then play sound 2
attack = 1
endif
if controlkey()=1
health = health - 1
if health<0 then health = 0
endif
if shiftkey()=1
health = health + 1
if health>100 then health = 100
endif
If Leftkey()=1 then Yrotate object 1,Wrapvalue(aY#-2.5)
If Rightkey()=1 then Yrotate object 1,Wrapvalue(aY#+2.5)
rem move monster1
if scancode() = 2
move object 3,1.75
endif
rem move monster1 back
if scancode() = 3
move object 3,-1.75
endif
rem attempt to rotate monster1 on Y axis
if scancode() = 4
Yrotate object 3,wrapvalue(MangleY#+1.5)
endif
if scancode() = 5
Yrotate object 3,wrapvalue(MangleY#-1.5)
endif
rem make monster1 test attack
if scancode() = 6
loop object 3,25,50
soundInt2 = sound playing(3)
if soundInt2 = 0 then play sound 3
endif
if scancode() = 7
show object 3
endif
rem check for defeated monster
if object collision(1,3)
if attack = 1
hide object 3
endif
if attack = 0
health = health - 0.1
loop object 1,75,85
endif
endif
rem check collisions for floater monster
if object collision(1,32)
if attack = 1
hide object 32
endif
if attack = 0
health = health - 0.1
loop object 1,75,85
endif
endif
if object collision(1,33)
if attack = 1
hide object 33
endif
if attack = 0
health = health - 0.1
loop object 1,75,85
endif
endif
gosub floatermove
gosub floatermove2
gosub gobmove
Rem get player object position and store in X# and Z#
X# = Object position x(1)
Z# = Object position z(1)
rem store monster1 position
monX# = object position x(3)
monZ# = object position z(3)
rem make enemy turn towards player
pAngleY# = object angle y(1)
MangleY# = object angle y(3)
if MangleY# < pAngleY#
Yrotate object 3,wrapvalue(MangleY#-1.5)
if MangleY# = pAngleY#
move object 3,3
endif
endif
if MangleY# > pAngleY#
yrotate object 3,wrapvalue(MangleY#+1.5)
if MangleY# = pAngleY#
move object 3,3
endif
endif
Rem get new camera position and store in cZ# and cX#
cZ# = Newzvalue(Z#,aY#-180,100)
cX# = Newxvalue(X#,aY#-180,100)
Rem position camera
Position Camera cX#,100,cZ#
Rem point the camera at the player object
Point camera X#,50,Z#
rem run Nuclear Glory
RunCollisionPro()
Rem Refresh Screen
Sync
Loop
floatermove:
flAngle# = object angle y(floater)
if flZ# > 190
yrotate object floater,wrapvalue(flAngle#-2.5)
endif
if flX# < 0
yrotate object floater,wrapvalue(flAngle#+2.5)
endif
if flZ# < 0
yrotate object floater,wrapvalue(flAngle#-2.5)
endif
randseed = RND(5)
if randseed = 1 and flZ# > 0 and flX# > 0 and flZ# < 190
yrotate object floater,wrapvalue(flAngle#-2.5)
endif
if randseed = 2 and flZ# > 0 and flX# > 0 and flZ# < 190
yrotate object floater,wrapvalue(flAngle#-2.5)
endif
move object floater, 1
return
floatermove2:
flAngle2# = object angle y(floater2)
if fl2Z# > 847
yrotate object floater2,wrapvalue(flAngle2#-2.5)
endif
if fl2X# < 630
yrotate object floater2,wrapvalue(flAngle2#+2.5)
endif
if fl2X# > 1043
yrotate object floater2,wrapvalue(flAngle2#+2.5)
endif
if fl2Z# < 630
yrotate object floater2,wrapvalue(flAngle2#-2.5)
endif
randseed = RND(5)
if randseed = 1 and fl2Z# < 190 and fl2X# >350 and fl2X# < 600 and fl2Z# > 0
yrotate object floater2,wrapvalue(flAngle2#-2.5)
endif
if randseed = 2 and fl2Z# < 190 and fl2X# >350 and fl2X# < 600 and fl2Z# > 0
yrotate object floater2,wrapvalue(flAngle2#-2.5)
endif
move object floater2, 1
return
gobmove:
gobX# = object position x(34)
gobZ# = object position z(34)
gAngle# = object angle Y(34)
if forward = 0 and right = 0 and back = 0 and left = 0
move object 34, 2
endif
if gobZ# > 1244 and forward = 0 and right = 0 and back = 0 and left = 0
yrotate object 34, wrapvalue(gAngle#+90)
right = 1
endif
if right = 1
move object 34,2
endif
if gobX# > 1315 and right = 1
yrotate object 34, wrapvalue(gAngle#+90)
right = 0
back = 1
endif
if back = 1
move object 34,2
endif
if gobZ# > 953 and back = 1
yrotate object 34, wrapvalue(gAngle#+90)
back = 0
left = 1
endif
if left = 1
move object 34,2
endif
if gobX# > 992 and left = 1
yrotate object 34,wrapvalue(gAngle#+90)
left = 0
forward = 1
endif
if forward = 1
move object 34,2
endif
if gobZ# > 1244 and forward = 1
yrotate object 34, wrapvalue(gAngle#+90)
forward = 0
right = 1
endif
if right = 1
move object 34,2
endif
return
I'm sure I am doing something wrong, but I don't know how to properly load a skysphere from DarkMATTER! Any help is greatly appreciated!
"I attribute the quarrelsome nature of the Middle Ages young men entirely to the want of the soothing weed."
-Jerome K. Jerome(1859-1927),Writer