oops, the screen above is a tad wierd, but it shows the menu good enough. now here is apic with a box added, TEXTURED with the city.
if you notice, the box takes up the lower half of the screen, and it is reflecting the upper half...
this happens with cubes, plains, and sprites!
heres my code.
sync on;sync rate 100
make camera 1
color backdrop 1,rgb(0,0,0)
position camera 1,0,290,0
pitch camera up 1,5
load image "FWtitle.bmp",1,1
load image "FWplay.bmp",2,
load image "FWplay1.bmp",3,
load image "FWhow.bmp",4,
load image "FWhow1.bmp",5,
load image "FWquit.bmp",6,
load image "FWquit1.bmp",7,
load image "whitec.bmp",8,1
load image "grass1.jpg",9
load image "city1.bmp",10,1
load sound "Boom 1.wav",1
load sound "Boom 3.wav",2
load sound "Boom 2.wav",3
load sound "activate.wav",4
load music "Crunch.mp3",1
LOAD OBJECT "sky20.x",12321 : SCALE OBJECT 12321,8000,8000,8000
SET OBJECT LIGHT 12321,0 : SET OBJECT TEXTURE 12321,6,0 : SET OBJECT COLLISION OFF 12321
bloomstuff()
make object cube 1,1
MENU:
make particles 1,8,3,2;color particles 1,0,235,10;set particle velocity 1,20
make particles 2,8,2,2;color particles 2,50,100,200;set particle velocity 2,10
make object box 2,2.5,2.4,1
position object 2,0,289,2
texture object 2,10
s=1
`loop music 1;set music speed 1,110
do
yrotate object 12321,r#;r#=r#+.2
t=t+1
t2=t2+1
st=st-1
sprite 1,100,100,1
sprite 2,100,175,2
sprite 3,100,230,4
sprite 4,100,285,6
if s=1;sprite 2,100,175,3;if returnkey()=1;level1();endif;endif
if s=2;sprite 3,100,230,5;endif
if s=3;sprite 4,100,285,7;if returnkey()=1;end;endif;endif
if st=<0
if downkey()=1;s=s+1;st=10;play sound 4;endif
if upkey()=1;s=s-1;st=10;play sound 4;endif
endif
if s=4;s=1;endif
if s=0;s=3;endif
if t=100;POSITION PARTICLE EMISSIONS 1,1,291,5;play sound 3;endif
if t2=50;position particle emissions 2,-rnd(1),290+rnd(1),5;s1=rnd(1);if s1=1;s1=2;endif;if s1=0;s1=1;endif;play sound s1;endif
if t2=55;position particle emissions 2,0,0,0;t2=0;color particles 2,rnd(100),rnd(255),rnd(255);endif
if t=120;color particles 1,0,150,150;endif
if t=140;position particle emissions 1,1,282,5;t=-50;color particles 1,0,235,100;endif
hide object 200
show object 1
sync camera 1
show object 200
hide object 1
sync mask %01
sync
loop
function level1()
delete particles 1;delete particles 2
endfunction
function bloomstuff()
load camera effect "Bloom.dbs",1,0
set camera effect 1,1,10
load effect "Quad.fx",1,0
make object plain 200,2,2,10
set object effect 200,1
null = make vector4(1)
set vector4 1,640,480,0,0
set effect constant vector 1,"viewSize",1
null = delete vector4(1)
texture object 200,0,10
endfunction