Well I'm using the demo right now, since for some reason the DB site won't accept my debit card atm. So I'm guessing the demo is DBC with some snippets missing.
But I have more than one problem that I've come to realize. The big box I am trying to treat as a room. And the small box as my character object. This is just my own way of testing and finding this about the program.
But here are my two problems, correct me if I'm wrong.
I think even though the box is empty on the inside it will still treat it as a collision if the small box is not touching the outer boarder and is inside the big box.
And then also the problem with the bounding box not scaling because I'm using the demo. I don't appear to have the "show object bounds" um function.
Anyway, here's my code: Cat is the small box (Pic of a cat on it) And obviously room is the big box.
rem Easy Access Variables
catx#=0
caty#=500
catz#=150
catspeed#=50
turnspeed#=4.0
gravityspeed#=5.0
rem Create, Scale, and Position Objects
LOAD OBJECT "room.x",1
LOAD OBJECT "cat.x",2
POSITION OBJECT 2,catx#,caty#,catz#
rem Other Setup
SET OBJECT COLLISION ON 2
SYNC ON
POSITION CAMERA 0,200,0
COLOR BACKDROP rgb(0,0,0)
DO
rem Control Camera & Object with arrow keys
IF UPKEY()=1
catz#=catz#+catspeed#*cos(angley#)
catx#=catx#+catspeed#*sin(angley#)
ENDIF
IF DOWNKEY()=1
catz#=catz#-catspeed#*cos(angley#)
catx#=catx#-catspeed#*sin(angley#)
ENDIF
IF LEFTKEY()=1 then angley#=wrapvalue(angley#-turnspeed#)
IF RIGHTKEY()=1 then angley#=wrapvalue(angley#+turnspeed#)
rem Backup Locations in case of Collision
oldcaty# = caty#
rem Gravity
caty# = caty#-gravityspeed#
rem Update Camera & Object
XROTATE CAMERA anglex#
YROTATE CAMERA angley#
YROTATE OBJECT 2,angley#
ZROTATE CAMERA 0.0
POSITION OBJECT 2,catx#,caty#,catz#
POSITION CAMERA object position x(2)-150*sin(angley#),object position y(2)+50,object position z(2)-150*cos(angley#)
rem Restore if there is Collision
if object collision(2,1)>0
caty# = oldcaty#
endif
rem End Loop
SYNC
LOOP
So do I just need to get pro then and problem solved? Also if I need to somehow hollow out the box so inside it's not a collision how would I do that? Or will I need a separate object for the floor, walls and ceiling? (Edit: Now that I think about it I think that's what you meant by checking for the bottom of the big box.)
Also another question..... since I don't want to start another thread and be viewed as an idiot... is it dumb to make my levels using milkshape?