I don't think you downloaded the entire patch...
DarkBasic 1.13 Patch
DarkBasic 1.1x Extras
DarkBasic 1.1x Help
DarkEdit_ 1.56
and infact if i remember right they've now included the Extra's into the help update itself, because its part of the enhancements pack - but you get the enhancements pack included in Patch 1.1x, you just need to make sure after 30days you use the DarkMatter CD so it can varify you have it.
Here is the code, but if you don't have Enhancements still active then it ain't gonna work
Rem * Title : 3D Draw With Meshes
Rem * Author : DBS-LB
Rem * Date : October 2001
rem 3D Draw - Dynamic Mesh Creation
sync on : sync rate 0 : always active on
rem Array for 3D Draw header max values
dim max(0)
dim vnum(0)
dim nnum(0)
dim fnum(0)
dim fsize(0)
dim list#(2500,2)
rem Make a 1000K memblock
max(0)=32+(2503*12)+(2503*12)+(2500*7*4)+(2503*8)
make memblock 1,max(0)
make memblock 2,(2503*12)
make memblock 3,(2503*12)
make memblock 4,(2500*7*4)
make memblock 5,(2503*8)
rem Make a polygon to activate 3D
make object triangle 1,0,0,0,0,0,0,0,0,0
ghost object on 1
rem Setup light
set ambient light 10 : color backdrop rgb(0,8,32)
set point light 0,0,0,0 : color light 0,255,255,0 : set light range 0,200
rem Position camera
position camera 0,0,-400
point camera 0,0,0
rem Create first triangle
3ddraw_init()
rem A Nice font
set text font "Arial"
set text size 18
rem Main loop
do
rem Show stats
center text 320,20,"3D DRAW - DYNAMICALLY CREATED MESH"
center text 320,40,"LEFT BUTTON - Draw RIGHT BUTTON - Rotate RETURN KEY - Auto Demo!"
center text 320,60,"Polygons Created Dynamically : "+str$(statistic(1))
rem Autotest Button
if returnkey()=1 then autotest=1
if autotest=0
`
rem 3D Mouse Position
mcc=mouseclick()
mx#=(mousex()-320)
my#=(240-mousey())
position light 0,mx#,my#,mz#+25
`
` if mz#>0
` rem Restore Camera
` mz#=mz#-5.0
` endif
mz#=0.0
cx#=curvevalue(0,camera position x(),50)
cy#=curvevalue(0,camera position y(),50)
cz#=curvevalue(-400,camera position z(),250)
position camera cx#,cy#,cz#
rotate camera 0,0,curveangle(0,camera angle z(),150)
`
else
`
rem Curve creation
mcc=1
rx#=wrapvalue(rx#+0.1)
mx#=cos(rrr#)*(cos(rx#)*120.0) : my#=sin(rrr#)*120.0
rrr#=wrapvalue(rrr#+1.0+(rnd(20)/10.0))
mz#=mz#+0.5
`
rem Cool Camera Track
cx#=curvevalue(mx#,camera position x(),50)
cy#=curvevalue(my#,camera position y(),50)
cz#=curvevalue(mz#,camera position z()+400,50)
position camera cx#,cy#,cz#-400
rotate camera 0,0,wrapvalue(camera angle z()+0.1)
position light 0,mx#,my#,mz#+50
rotate object 1,0,0,0
hide mouse : hm=1
`
endif
rem Add a new line to the 3D draw memblock
if mouseclick()=2 then yrotate object 1,wrapvalue(object angle y(1)+1)
if mcc=1
if click=0
if add_to_list(mx#-5,my#-5,mz#)=-1 then autotest=0
if add_to_list(mx#+5,my#+5,mz#)=-1 then autotest=0
if vnum(0)>2000 then autotest=0
if hm=1 and autotest=0 then hm=0 : show mouse
click=2
endif
else
click=0
endif
if click>0 then dec click
rem Update screen
sync
loop
rem 3D Draw Functions
function add_to_list(mx#,my#,mz#)
li=0
if vnum(0)<2499+2
list#(vnum(0),0)=mx# : list#(vnum(0),1)=my# : list#(vnum(0),2)=mz#
3ddraw_add()
else
li=-1
endif
endfunction li
function 3ddraw_init()
rem Set initial vars
vnum(0)=3 : nnum(0)=3 : fnum(0)=1 : fsize(0)=7
rem Init Vertice Data
p=0 : x#=0.0 : y#=0.0 : z#=0.0 : wmf(2,p+0,x#) : wmf(2,p+4,y#) : wmf(2,p+8,z#) : p=p+12
x#=10.0 : y#=0.0 : z#=0.0 : wmf(2,p+0,x#) : wmf(2,p+4,y#) : wmf(2,p+8,z#) : p=p+12
x#=10.0 : y#=10.0 : z#=0.0 : wmf(2,p+0,x#) : wmf(2,p+4,y#) : wmf(2,p+8,z#) : p=p+12
rem Init Normal Data
p=0 : x#=0.0 : y#=0.0 : z#=-1.0 : wmf(3,p+0,x#) : wmf(3,p+4,y#) : wmf(3,p+8,z#) : p=p+12
x#=0.0 : y#=0.0 : z#=-1.0 : wmf(3,p+0,x#) : wmf(3,p+4,y#) : wmf(3,p+8,z#) : p=p+12
x#=0.0 : y#=0.0 : z#=-1.0 : wmf(3,p+0,x#) : wmf(3,p+4,y#) : wmf(3,p+8,z#) : p=p+12
rem Init Face Data
p=0 : f=0 : wmd(4,p+0,3)
wmd(4,p+4,f+0) : wmd(4,p+8,f+0)
wmd(4,p+12,f+1) : wmd(4,p+16,f+1)
wmd(4,p+20,f+2) : wmd(4,p+24,f+2)
rem Init Texture Data
p=0 : u#=0.0 : v#=0.0 : wmf(5,p+0,u#) : wmf(5,p+4,v#) : p=p+8
u#=0.0 : v#=0.0 : wmf(5,p+0,u#) : wmf(5,p+4,v#) : p=p+8
u#=0.0 : v#=0.0 : wmf(5,p+0,u#) : wmf(5,p+4,v#) : p=p+8
rem Make mesh and apply to object
3ddraw_update()
endfunction
function 3ddraw_add()
rem Add to vertex memblock
i=vnum(0) : x#=list#(i,0) : y#=list#(i,1) : z#=list#(i,2)
p=vnum(0)*12 : wmf(2,p+0,x#) : wmf(2,p+4,y#) : wmf(2,p+8,z#)
rem Add to normal memblock
i=nnum(0) : x#=0.0 : y#=0.0 : z#=1.0
p=nnum(0)*12 : wmf(3,p+0,x#) : wmf(3,p+4,y#) : wmf(3,p+8,z#)
rem Add to face memblock
p=fnum(0)*28 : f=vnum(0)-2
wmd(4,p+0,3)
wmd(4,p+4,f+0) : wmd(4,p+8,f+0)
wmd(4,p+12,f+1) : wmd(4,p+16,f+1)
wmd(4,p+20,f+2) : wmd(4,p+24,f+2)
rem Add to texture memblock
u#=0.0 : v#=0.0
p=vnum(0)*8 : wmf(5,p+0,u#) : wmf(5,p+4,v#)
rem Calculate new sizes
vnum(0)=vnum(0)+1
nnum(0)=nnum(0)+1
fnum(0)=fnum(0)+1
fsize(0)=fnum(0)*7
rem Make mesh and apply to object
3ddraw_update()
endfunction
function 3ddraw_update()
rem Write Header
wmd(1,0,vnum(0))
wmd(1,8,nnum(0))
wmd(1,16,fnum(0))
wmd(1,24,fsize(0))
rem Calculate data sizes
vsize=vnum(0)*12
nsize=nnum(0)*12
fsize=fnum(0)*7*4
tsize=vnum(0)*8
rem Construct main memblock
copy memblock 2,1,0,32,vsize
copy memblock 3,1,0,32+vsize,nsize
copy memblock 4,1,0,32+vsize+nsize,fsize
copy memblock 5,1,0,32+vsize+nsize+fsize,tsize
rem Make mesh and apply to object
make mesh from memblock 1,1
change mesh 1,0,1
endfunction
rem Memblock macros
function wmd(m,p,d)
write memblock dword m,p,d
endfunction
function wmf(m,p,f#)
write memblock float m,p,f#
endfunction
i wish sometimes people would open their eyes when they download patchs ... no wonder they're always bloody asking for help and such if they don't download the entire patchs.
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?