ok I`v made 2 guns and 16 texture for your no media games.
1st gun name(N.POS Rife)
2nd gun name(STINGER 800)
this code is N.POS Rife model.
`*** (sindore gun) *******************
`*** this is for the FPS challenge ***
`*** made by Load Sindore 30/05/08 ***
`*************************************
` ok so I throt I`d make a wepone for my no media FPS challenge,
` rife/automatic/all round combat gun, as per nor I`m working strate off the top of my head,
` no desigins just what I think it should look like.
` I`v added a scope just in case I wont to zoom in to a targit.
` No ammo clip thro, be-cos I wont to have it as an energy wepone whtch will be rechargable.
` you can do what you wont to it, just as long as I get some credit for it in your game.
` this guns name is (N.POS Rife) it stands for "nasty pace of sh^~" and in my game it will be just -
` one of 3 guns, you guess what sh^~ stands for, lol!
` I wont this gun to have a fast fire rate, like 100 shots ever 30 seconeds, but a slow recharg rate,
` about 1 to 1/2 mins, at fall copasaty it shuld hold 300 shots.
sync on
` make centeral object
make object cube 1,1
`*** make mesh object ***
make object cylinder 2,1
make mesh from object 1,2
delete object 2
` mid big barrel
add limb 1,1,1
scale limb 1,1,150,375,150
offset limb 1,1,0,0,2.75
rotate limb 1,1,90,0,0
` top small barrel
add limb 1,2,1
scale limb 1,2,25,350,25
offset limb 1,2,0,0.9,2
rotate limb 1,2,90,0,0
` bottom small barrel
add limb 1,3,1
scale limb 1,3,25,350,25
offset limb 1,3,0,-0.9,2
rotate limb 1,3,90,0,0
` right small barrel
add limb 1,4,1
scale limb 1,4,25,350,25
offset limb 1,4,0.9,0,2
rotate limb 1,4,90,0,0
` left small barrel
add limb 1,5,1
scale limb 1,5,25,350,25
offset limb 1,5,-0.9,0,2
rotate limb 1,5,90,0,0
`*** delete mesh ***
delete mesh 1
`*** make mesh object ***
make object sphere 2,1
make mesh from object 1,2
delete object 2
` gun center sphere
add limb 1,6,1
scale limb 1,6,225,225,225
` gun holder end of barrel
add limb 1,7,1
scale limb 1,7,225,225,50
offset limb 1,7,0,0,3
` gun holder mid of barrel
add limb 1,8,1
scale limb 1,8,225,225,50
offset limb 1,8,0,0,3.75
` gun holder of gunbut
add limb 1,9,1
scale limb 1,9,225,225,50
offset limb 1,9,0,0,0.75
`*** delete mesh ***
delete mesh 1
`*** make mesh object ***
make object cone 2,1
make mesh from object 1,2
delete object 2
` big cone barrel
add limb 1,10,1
scale limb 1,10,155,100,155
offset limb 1,10,0,0,4.15
rotate limb 1,10,-90,0,0
` small cone barrel
add limb 1,11,1
scale limb 1,11,100,25,100
offset limb 1,11,0,0,4.15
rotate limb 1,11,90,0,0
`*** delete mesh ***
delete mesh 1
`*** make mesh object ***
make object cube 2,1
make mesh from object 1,2
delete object 2
` gun body
add limb 1,12,1
scale limb 1,12,50,150,250
offset limb 1,12,0,0.25,-1.5
` gun handal
add limb 1,13,1
scale limb 1,13,25,150,50
offset limb 1,13,0,-1,-1.3
rotate limb 1,13,15,0,0
` gun butt base
add limb 1,14,1
scale limb 1,14,85,200,25
offset limb 1,14,0,0.05,-2.75
` gun body detail cube right
add limb 1,15,1
scale limb 1,15,10,75,250
offset limb 1,15,0.3,0.4,-1.5
` gun body detail cube right
add limb 1,16,1
scale limb 1,16,10,75,250
offset limb 1,16,-0.3,0.4,-1.5
` gun butt tip
add limb 1,17,1
scale limb 1,17,85,50,25
offset limb 1,17,0,1.15,-2.90
rotate limb 1,17,-45,0,0
` gun sight base
add limb 1,18,1
scale limb 1,18,25,50,125
offset limb 1,18,0,1.25,0
` gun sight
add limb 1,19,1
scale limb 1,19,35,35,200
offset limb 1,19,0,1.5,0
rotate limb 1,19,0,0,45
` gun sight back lip
add limb 1,20,1
scale limb 1,20,55,55,10
offset limb 1,20,0,1.5,-1
rotate limb 1,20,0,0,45
` gun sight funt lip
add limb 1,21,1
scale limb 1,21,55,55,75
offset limb 1,21,0,1.5,1.25
rotate limb 1,21,0,0,45
`*** delete mesh ***
delete mesh 1
`*** make mesh object ***
make object cylinder 2,1
make mesh from object 1,2
delete object 2
` gun frunt sight hole
add limb 1,22,1
scale limb 1,22,50,50,50
offset limb 1,22,0,1.5,1.75
rotate limb 1,22,90,0,0
` gun back sight hole
add limb 1,23,1
scale limb 1,23,50,25,50
offset limb 1,23,0,1.5,-1.15
rotate limb 1,23,90,0,0
` gun body detail cylinder right
add limb 1,24,1
scale limb 1,24,50,150,50
offset limb 1,24,0.3,0.4,-1.5
rotate limb 1,24,90,0,0
` gun body detail cylinder left
add limb 1,25,1
scale limb 1,25,50,150,50
offset limb 1,25,-0.3,0.4,-1.5
rotate limb 1,25,90,0,0
` gun triger
add limb 1,26,1
scale limb 1,26,50,25,100
offset limb 1,26,0,-0.85,-0.9
rotate limb 1,26,0,0,90
`*** delete mesh ***
delete mesh 1
`*** make mesh object ***
make object cone 2,1
make mesh from object 1,2
delete object 2
` gun sight hole back cone
add limb 1,27,1
scale limb 1,27,50,25,50
offset limb 1,27,0,1.5,-1.15
rotate limb 1,27,90,0,0
` gun sight hole frunt cone
add limb 1,28,1
scale limb 1,28,50,25,50
offset limb 1,28,0,1.5,1.75
rotate limb 1,28,-90,0,0
` gun body detail cone right
add limb 1,29,1
scale limb 1,29,50,50,50
offset limb 1,29,0.3,0.4,-2.5
rotate limb 1,29,-90,0,0
` gun body detail cone left
add limb 1,30,1
scale limb 1,30,50,50,50
offset limb 1,30,-0.3,0.4,-2.5
rotate limb 1,30,-90,0,0
`*** delete mesh ***
delete mesh 1
`*** make mesh object ***
make object sphere 2,1
make mesh from object 1,2
delete object 2
` gun handale tip
add limb 1,31,1
scale limb 1,31,30,40,75
offset limb 1,31,0,-1.75,-1.5
rotate limb 1,31,15,0,0
` gun hilt padding top
add limb 1,32,1
scale limb 1,32,90,50,50
offset limb 1,32,0,0.85,-2.85
` gun hilt padding mid 1
add limb 1,33,1
scale limb 1,33,90,50,50
offset limb 1,33,0,0.45,-2.85
` gun hilt padding mid 2
add limb 1,34,1
scale limb 1,34,90,50,50
offset limb 1,34,0,0.05,-2.85
` gun hilt padding mid 3
add limb 1,35,1
scale limb 1,35,90,50,50
offset limb 1,35,0,-0.325,-2.85
` gun hilt padding mid 4
add limb 1,36,1
scale limb 1,36,90,50,50
offset limb 1,36,0,-0.75,-2.85
`*** delete mesh ***
delete mesh 1
`************************************************************************************
`*** replace the object so that it can be used in dark physics as a dinamic body. ***
`************************************************************************************
make mesh from object 1,1
delete object 1
make object 1,1,0
set object 1,1,1,0
`only use (save object "Sindore_gun_01.dbo",1) once to save this gun model, don`t copy in to your game.
`I`v added this so that every one can use this gun in there games, but it would be nice to get some credit for it.
`If your a newbe to this then delete the rem statment that comes befor the (save object "Sindore_gun_01.dbo",1) statment, then run the program once and only once,
`then replace the rem statment or delete the (save object "Sindore_gun_01.dbo",1) code, if you don`t then the next time you run this program it will-
`come up with a error.
rem save object "Sindore_gun_01.dbo",1 :`call it what you like, but I still made it
do
`*** rotate the object using the mouse ***
yrotate object 1,object angle y(1) + mousemovex()*0.3
xrotate object 1,object angle x(1) + mousemovey()*0.3
sync
loop
this code is the STINGER 800 model
`*** (sindore gun) *******************
`*** this is for the FPS challenge ***
`*** made by Load Sindore 30/05/08 ***
`*************************************
` ok so this is the second gun out of the three, this is a disc gun its ammo will bounce off walls and ever thing else -
` it comes in to contacted with.
` ammo will come in 100 shot clips, this wepone is called the (STINGER 800) this has a slow fire rate 30 shots in 30 seconds.
` this wepone has a max ammo copasaty 100, keep at a safe distonce from the fired shots they explode as well as bounce.
sync on
` make centeral object
make object cube 1,1
`*** make mesh object ***
make object sphere 2,1
make mesh from object 1,2
delete object 2
` bottom disc
add limb 1,1,1
scale limb 1,1,150,25,150
offset limb 1,1,0,0,1.5
` mid disc 1
add limb 1,2,1
scale limb 1,2,150,25,150
offset limb 1,2,0,0.25,1.5
` mid disc 2
add limb 1,3,1
scale limb 1,3,150,25,150
offset limb 1,3,0,0.5,1.5
` top disc
add limb 1,4,1
scale limb 1,4,150,25,150
offset limb 1,4,0,0.75,1.5
` disc gun center
add limb 1,5,1
scale limb 1,5,200,200,200
offset limb 1,5,0,0,0
`*** delete mesh ***
delete mesh 1
`*** make mesh object ***
make object cube 2,1
make mesh from object 1,2
delete object 2
` disc gun barrel bottom
add limb 1,6,1
scale limb 1,6,150,25,250
offset limb 1,6,0,-0.225,1.75
` disc gun barrel wall right
add limb 1,7,1
scale limb 1,7,10,75,250
offset limb 1,7,0.75,0.045,1.75
` disc gun barrel wall left
add limb 1,8,1
scale limb 1,8,10,75,250
offset limb 1,8,-0.75,0.045,1.75
` disc gun barrel top
add limb 1,9,1
scale limb 1,9,150,25,75
offset limb 1,9,0,0.3,2.65
`*** delete mesh ***
delete mesh 1
`*** make mesh object ***
make object cylinder 2,1
make mesh from object 1,2
delete object 2
` disc gun frunt pipes right back
add limb 1,10,1
scale limb 1,10,25,125,25
offset limb 1,10,0.5,0.35,0.75
` disc gun frunt pipes left back
add limb 1,11,1
scale limb 1,11,25,125,25
offset limb 1,11,-0.5,0.35,0.75
` disc gun frunt pipes right frunt
add limb 1,12,1
scale limb 1,12,25,75,25
offset limb 1,12,0.5,0.6,2.25
` disc gun frunt pipes left frunt
add limb 1,13,1
scale limb 1,13,25,75,25
offset limb 1,13,-0.5,0.6,2.25
` disc gun cross pipe y=35
add limb 1,14,1
scale limb 1,14,25,165,25
offset limb 1,14,0,1,1.5
rotate limb 1,14,90,35,0
` disc gun cross pipe y=-35
add limb 1,15,1
scale limb 1,15,25,165,25
offset limb 1,15,0,1,1.5
rotate limb 1,15,90,-35,0
` disc gun detail pipe underside right
add limb 1,16,1
scale limb 1,16,40,200,40
offset limb 1,16,0.25,-0.4,1.5
rotate limb 1,16,90,0,0
` disc gun detail pipe underside left
add limb 1,17,1
scale limb 1,17,40,200,40
offset limb 1,17,-0.25,-0.4,1.5
rotate limb 1,17,90,0,0
`*** delete mesh ***
delete mesh 1
`*** make mesh object ***
make object sphere 2,1
make mesh from object 1,2
delete object 2
` disc gun fixings for the cross pipe right back
add limb 1,18,1
scale limb 1,18,35,35,35
offset limb 1,18,0.5,1,0.75
` disc gun fixings for the cross pipe left back
add limb 1,19,1
scale limb 1,19,35,35,35
offset limb 1,19,-0.5,1,0.75
` disc gun fixings for the cross pipe right frunt
add limb 1,20,1
scale limb 1,20,35,35,35
offset limb 1,20,0.5,1,2.25
` disc gun fixings for the cross pipe left frunt
add limb 1,21,1
scale limb 1,21,35,35,35
offset limb 1,21,-0.5,1,2.25
`*** delete mesh ***
delete mesh 1
`*** make mesh object ***
make object cone 2,1
make mesh from object 1,2
delete object 2
` disc gun detail right cone bottom
add limb 1,22,1
scale limb 1,22,50,50,50
offset limb 1,22,0.25,-0.375,2.7
rotate limb 1,22,90,0,0
` disc gun detail right cone bottom
add limb 1,23,1
scale limb 1,23,50,50,50
offset limb 1,23,-0.25,-0.375,2.7
rotate limb 1,23,90,0,0
` disc gun detail back right cone
add limb 1,24,1
scale limb 1,24,50,100,50
offset limb 1,24,1.25,0,1
rotate limb 1,24,0,0,-90
` disc gun detail mid right cone
add limb 1,25,1
scale limb 1,25,50,100,50
offset limb 1,25,1.25,0,1.75
rotate limb 1,25,0,0,-90
` disc gun detail frunt right cone
add limb 1,26,1
scale limb 1,26,50,100,50
offset limb 1,26,1.25,0,2.5
rotate limb 1,26,0,0,-90
` disc gun detail back left cone
add limb 1,27,1
scale limb 1,27,50,100,50
offset limb 1,27,-1.25,0,1
rotate limb 1,27,0,0,90
` disc gun detail mid left cone
add limb 1,28,1
scale limb 1,28,50,100,50
offset limb 1,28,-1.25,0,1.75
rotate limb 1,28,0,0,90
` disc gun detail frunt left cone
add limb 1,29,1
scale limb 1,29,50,100,50
offset limb 1,29,-1.25,0,2.5
rotate limb 1,29,0,0,90
`*** delete mesh ***
delete mesh 1
`*** make mesh object ***
make object cube 2,1
make mesh from object 1,2
delete object 2
` disc gun cube right center
add limb 1,30,1
scale limb 1,30,75,75,75
offset limb 1,30,0.75,0.05,0.1
rotate limb 1,30,0,45,0
` disc gun cube left center
add limb 1,31,1
scale limb 1,31,75,75,75
offset limb 1,31,-0.75,0.05,0.1
rotate limb 1,31,0,45,0
` disc gun body
add limb 1,32,1
scale limb 1,32,180,75,150
offset limb 1,32,0,0.05,-1
` disc gun body back
add limb 1,33,1
scale limb 1,33,200,100,100
offset limb 1,33,0,0.05,-1.5
rotate limb 1,33,45,90,0
`*** delete mesh ***
delete mesh 1
`*** make mesh object ***
make object cylinder 2,1
make mesh from object 1,2
delete object 2
` disc gun stock
add limb 1,34,1
scale limb 1,34,90,90,90
offset limb 1,34,0,0.05,-2.75
rotate limb 1,34,90,0,0
`*** delete mesh ***
delete mesh 1
`*** make mesh object ***
make object cone 2,1
make mesh from object 1,2
delete object 2
`
add limb 1,35,1
scale limb 1,35,90,90,90
offset limb 1,35,0,0.05,-2.75
rotate limb 1,35,90,0,0
`*** delete mesh ***
delete mesh 1
`************************************************************************************
`*** replace the object so that it can be used in dark physics as a dinamic body. ***
`************************************************************************************
make mesh from object 1,1
delete object 1
make object 1,1,0
set object 1,1,1,0
`only use (save object "Sindore_gun_02.dbo",1) once to save this gun model, don`t copy in to your game.
`I`v added this so that every one can use this gun in there games, but it would be nice to get some credit for it.
`If your a newbe to this then delete the rem statment that comes befor the (save object "Sindore_gun_02.dbo",1) statment, then run the program once and only once,
`then replace the rem statment or delete the (save object "Sindore_gun_02.dbo",1) code, if you don`t then the next time you run this program it will-
`come up with a error.
rem save object "Sindore_gun_02.dbo",1 :`call it what you like, but I still made it
do
`*** rotate the object using the mouse ***
yrotate object 1,object angle y(1) + mousemovex()*0.3
xrotate object 1,object angle x(1) + mousemovey()*0.3
sync
loop
here are some media free textures to add to your games
`*** wall texture stone ***
cls rgb(20,20,40)
for c = 0 to 100000
ink rgb(10+rnd(10),10+rnd(10),20+rnd(20)),0
dot rnd(400),rnd(400)
next c
get image 1,0,0,400,400
`*** floor texture stone ***
cls rgb(150,150,150)
for c = 0 to 100000
ink rgb(75+rnd(75),75+rnd(75),75+rnd(75)),0
dot rnd(400),rnd(400)
next c
get image 2,0,0,400,400
`*** water texture blue ***
cls rgb(20,20,80)
for c = 0 to 100000
ink rgb(10+rnd(10),10+rnd(10),40+rnd(40)),0
dot rnd(400),rnd(400)
next c
get image 3,0,0,400,400
`*** grass texture green dark ***
cls rgb(20,150,20)
for c = 0 to 100000
ink rgb(10+rnd(10),75+rnd(75),10+rnd(10)),0
dot rnd(400),rnd(400)
next c
get image 4,0,0,400,400
`*** tree texture green light ***
cls rgb(100,150,100)
for c = 0 to 100000
ink rgb(50+rnd(50),75+rnd(75),50+rnd(50)),0
dot rnd(400),rnd(400)
next c
get image 5,0,0,400,400
`*** blood texture red light ***
cls rgb(150,0,0)
for c = 0 to 100000
ink rgb(75+rnd(75),0,0),0
dot rnd(400),rnd(400)
next c
get image 6,0,0,400,400
`*** blood texture red dark ***
cls rgb(100,0,0)
for c = 0 to 100000
ink rgb(50+rnd(50),0,0),0
dot rnd(400),rnd(400)
next c
get image 7,0,0,400,400
`*** fire texture orange ***
cls rgb(243,171,37)
for c = 0 to 100000
ink rgb(122+rnd(122),85+rnd(85),18+rnd(18)),0
dot rnd(400),rnd(400)
next c
get image 8,0,0,400,400
`*** tech texture purple ***
cls rgb(175,52,228)
for c = 0 to 100000
ink rgb(87+rnd(87),26+rnd(26),114+rnd(114)),0
dot rnd(400),rnd(400)
next c
get image 9,0,0,400,400
`*** tech texture blue ***
cls rgb(30,190,251)
for c = 0 to 100000
ink rgb(15+rnd(15),95+rnd(95),125+rnd(125)),0
dot rnd(400),rnd(400)
next c
get image 10,0,0,400,400
`*** stripy texture grey ***
cls rgb(120,120,120)
for c = 0 to 400
TEXcol = rnd(120)-rnd(120)
ink rgb(TEXcol,TEXcol,TEXcol),0
line c-400,c+400,c+400,c-400
next c
get image 11,0,0,400,400
`*** stripy texture blue ***
cls rgb(0,0,255)
for c = 0 to 400
TEXcol = rnd(255)-rnd(255)
ink rgb(0,0,TEXcol),0
line c-400,c+400,c+400,c-400
next c
get image 12,0,0,400,400
`*** stripy texture green ***
cls rgb(0,255,0)
for c = 0 to 400
TEXcol = rnd(255)-rnd(255)
ink rgb(0,TEXcol,0),0
line c-400,c+400,c+400,c-400
next c
get image 13,0,0,400,400
`*** stripy texture red ***
cls rgb(255,0,0)
for c = 0 to 400
TEXcol = rnd(255)-rnd(255)
ink rgb(TEXcol,0,0),0
line c-400,c+400,c+400,c-400
next c
get image 14,0,0,400,400
`*** tech circle blue ***
cls rgb(64,64,244)
for c = 0 to 400
ink rgb(0,rnd(64)-rnd(64),244),0
circle rnd(400),rnd(400),rnd(40)
next c
get image 15,0,0,400,400
`*** tech circle blue ***
cls rgb(147,29,243)
for c = 0 to 400
ink rgb(rnd(147),rnd(29),rnd(243)),0
circle rnd(400),rnd(400),rnd(40)
next c
get image 16,0,0,400,400
these guns where both made in a day, as to was the textures, just think of what you could make in a month.
help your self to these guns and texture to add into your FPS games for this challenge, just give me credit for them.
her is just a thing to add to your games, I call it (RC Unit) to recharge my weapon.
her is the code for the (RC Unit)
sync on
obj = 1
` make center of recharge cell
make object cube 1,1
` make temp object for limbs
make object cylinder 2,1
make mesh from object 1,2
delete object 2
` central cylinder
add limb 1,1,1
scale limb 1,1,200,300,200
` pillers of cell
for c = 2 to 5
add limb 1,c,1
scale limb 1,c,50,300,50
next c
offset limb 1,2,1,0,1
offset limb 1,3,-1,0,1
offset limb 1,4,1,0,-1
offset limb 1,5,-1,0,-1
` delete temp mesh
delete mesh 1
` make temp object for limbs
make object cube 2,1
make mesh from object 1,2
delete object 2
` top & bottom plate
for c = 6 to 7
add limb 1,c,1
scale limb 1,c,275,50,275
next c
offset limb 1,6,0,1.75,0
offset limb 1,7,0,-1.75,0
`****************************************************
` delete temp mesh
delete mesh 1
` make temp object export
` make an mesh so that it can be added to a save file
make mesh from object 1,1
delete object 1
` make an temp object so that it can viwed
make object 1,1,0
`
position object 1,0,0,10
set object 1,1,1,0
do
`*** rotate the object using the mouse ***
yrotate object obj,object angle y(obj) + mousemovex()*0.3
xrotate object obj,object angle x(obj) + mousemovey()*0.3
sync
loop
this is just a basic crate.
here is the basic crate.
sync on
obj = 1
make object plain 1,1,1
`*** make mesh from cube object ***
make object cube 2,1
make mesh from object 1,2
delete object 2
`*** right posts ***
add limb 1,1,1
scale limb 1,1,10,110,10
offset limb 1,1,0.5,0,0
`*** left posts ***
add limb 1,2,1
scale limb 1,2,10,110,10
offset limb 1,2,-0.5,0,0
`*** delete mesh ***
delete mesh 1
`*** make mesh from side ***
make mesh from object 1,1
delete object 1
`*** center object ***
make object cube 1,1
` hide the center object
hide limb 1,0
`*** frount ***
add limb 1,1,1
scale limb 1,1,200,200,200
offset limb 1,1,0,0,1
`*** back ***
add limb 1,2,1
scale limb 1,2,200,200,200
offset limb 1,2,0,0,-1
`*** top ***
add limb 1,3,1
scale limb 1,3,200,200,200
offset limb 1,3,0,1,0
rotate limb 1,3,90,90,0
`*** bottom ***
add limb 1,4,1
scale limb 1,4,200,200,200
offset limb 1,4,0,-1,0
rotate limb 1,4,90,90,0
`*** right ***
add limb 1,5,1
scale limb 1,5,200,200,200
offset limb 1,5,1,0,0
rotate limb 1,5,90,0,90
`*** left ***
add limb 1,6,1
scale limb 1,6,200,200,200
offset limb 1,6,-1,0,0
rotate limb 1,6,90,0,90
`*** delete mesh ***
delete mesh 1
`*** delete object and make mesh ***
make mesh from object 1,1
delete object 1
`*** make crate object ***
make object 1,1,0
`*** position object so its at a better distenc from the camera ***
position object 1,0,0,10
set object 1,1,1,0
do
`*** rotate the object using the mouse ***
yrotate object obj,object angle y(obj) + mousemovex()*0.3
xrotate object obj,object angle x(obj) + mousemovey()*0.3
sync
loop
hay I know this guy sucks but he will do for the time being,
I used the guy that dp used to make the rag dolls.
here is the code for the red man
sync on : sync rate 60
autocam off
set camera range 1,1000
set normalization on
hide mouse
position camera 0,0,-35
obj = 1
` this is a vertexdata changes
makeObjectCapsule(obj,4,2.6)
`upper torso
make object obj,1,0
`lower torso
add limb obj,1,1
link limb obj,0,1
scale limb obj,1,90,70,90
offset limb obj,1,0,-2.525,0
`head
add limb obj,2,1
link limb obj,0,2
scale limb obj,2,50,60,50
offset limb obj,2,0,4.25,0
`right upper arm
add limb obj,3,1
link limb obj,0,3
scale limb obj,3,40,75,40
offset limb obj,3,1.75,-0.25,0
`rotate limb obj,3,0,0,90
`right lower arm
add limb obj,4,1
link limb obj,3,4
`scale limb obj,4,40,60,40
offset limb obj,4,0,-4.75,0 :`5.5,1.2,0
`rotate limb obj,4,0,0,90
`left upper arm
add limb obj,5,1
link limb obj,0,5
scale limb obj,5,40,75,40
offset limb obj,5,-1.75,-0.25,0 :`-2.5,1.2,0
`rotate limb obj,5,0,0,90
`left lower arm
add limb obj,6,1
link limb obj,5,6
`scale limb obj,6,40,60,40
offset limb obj,6,0,-4.75,0 :`-5.5,1.2,0
`rotate limb obj,6,0,0,90
`hide limb obj,6
`right upper leg
add limb obj,7,1
`link limb obj,1,7
scale limb obj,7,40,100,40
offset limb obj,7,0.75,-6.5,0
`right lower leg
add limb obj,8,1
`link limb obj,7,8
scale limb obj,8,40,100,40
offset limb obj,8,0.75,-11,0
`left upper leg
add limb obj,9,1
`link limb obj,1,9
scale limb obj,9,40,100,40
offset limb obj,9,-0.75,-6.5,0
`left lower leg
add limb obj,10,1
`link limb obj,9,10
scale limb obj,10,40,100,40
offset limb obj,10,-0.75,-11,0
`hide limb obj,10
` red team NPC / it could be blue team NPC
color object obj, rgb ( 255, 0, 0 )
set object specular obj, rgb ( 255, 0, 0 )
set object specular power obj, 255
set object ambient obj,0
do
`*** rotate the object using the mouse ***
yrotate object obj,object angle y(obj) + mousemovex()*0.3
xrotate object obj,object angle x(obj) + mousemovey()*0.3
remstart
`right arm gun lock
if gunlock = 1
`right upper arm
offset limb obj,3,1.75,0,0.75
rotate limb obj,3,-45,0,0
`right lower arm
offset limb obj,4,0,-3.75,0.75 :`5.5,1.2,0
rotate limb obj,4,-45,0,0
endif
`left arm gun lock
if gunlock = 2
`left upper arm
offset limb obj,5,-1.75,0,0.75
rotate limb obj,5,-45,0,0
`left lower arm
offset limb obj,6,0,-3.75,0.75
rotate limb obj,6,-45,0,0
endif
`right & left leg walk
if walk = 1
`right upper leg
offset limb obj,7,0.75,-5.5,1.75
rotate limb obj,7,-45,0,0
`right lower leg
offset limb obj,8,0.75,-9.5,3.5
`left lower leg
offset limb obj,10,-0.75,-10,-1.5
rotate limb obj,10,45,0,0
endif
if spacekey()=1 :` dead = 1
xrotate object 1,90
position object 1,0,-8,0
else
xrotate object 1,0
position object 1,0,0,0
endif
remend
`rotate limb obj,5,wrapvalue(limb angle x(obj,5)+mousemovex()*0.3),0,0
sync
loop
` I stall this from a ragdoll demo
function makeObjectCapsule(obj, h#, r#)
h# = h# - r#
if h#<0 then exitfunction
rem rows must be odd
rows = 11
cols = 16
make object sphere obj,r#,rows,cols
lock vertexdata for limb obj,0,1
for i=0 to get VertexData Vertex Count()
x#=get VertexData Position X(i)
y#=get VertexData Position Y(i)
z#=get VertexData Position Z(i)
if y#>0
set VertexData Position i,x#,y#+h#,z#
else
set VertexData Position i,x#,y#-h#,z#
endif
next i
unlock vertexdata
` calculate collision bounds
make mesh from object 1,obj
delete object obj
`make object obj,1,0
`delete mesh 1
endfunction
if any one can edit the red man model to animate in code, for example, walking / gun lock / dual gun lock / die / idle, etc.
I would of done this but I`m running out of time.
here is a piece of what my level will look like, you can all use it if you wont.
here is the code for this building
sync on : sync rate 60
autocam off
set camera range 1,1000
set normalization on
hide mouse
` hay this is a building that I made, hope you like it.
` use it as a statick object.
` made by marc newham aka Sindore
` date: 10/06/2008
obj = 1
make object cube 1,1
` make mesh to work from
make object cube 2,1
make mesh from object 1,2
delete object 2
` ground floor for strucher *
add limb 1,1,1
scale limb 1,1,500,10,500
offset limb 1,1,0,1.5,0
`left wall
add limb 1,2,1
scale limb 1,2,10,1000,500
offset limb 1,2,-2.5,5,0
`frunt wall left
add limb 1,3,1
scale limb 1,3,125,1000,10
offset limb 1,3,-1.8,5,2.5
`frunt wall right
add limb 1,4,1
scale limb 1,4,125,1000,10
offset limb 1,4,1.8,5,2.5
`back wall left
add limb 1,5,1
scale limb 1,5,125,1000,10
offset limb 1,5,-1.8,5,-2.5
`back wall right
add limb 1,6,1
scale limb 1,6,125,1000,10
offset limb 1,6,1.8,5,-2.5
`left wall frunt
add limb 1,7,1
scale limb 1,7,10,1000,125
offset limb 1,7,2.5,5,1.8
`right wall back
add limb 1,8,1
scale limb 1,8,10,1000,125
offset limb 1,8,2.5,5,-1.8
` 2nd floor for strucher *
add limb 1,9,1
scale limb 1,9,750,10,500
offset limb 1,9,1.25,6,0 :`0,6,0
` rooth top for strucher *
add limb 1,10,1
scale limb 1,10,550,50,550
offset limb 1,10,0,10,0
` upper frunt wall strucher *
add limb 1,11,1
scale limb 1,11,250,400,10
offset limb 1,11,0,8,2.5
` lower back wall strucher *
add limb 1,12,1
scale limb 1,12,250,600,10
offset limb 1,12,0,3,-2.5
`hide limb 1,12 :`temp
` right lower wall strucher *
add limb 1,13,1
scale limb 1,13,10,600,250
offset limb 1,13,2.5,3,0
` back platform 2nd floor strucher *
add limb 1,14,1
scale limb 1,14,700,10,250
offset limb 1,14,-1,6,-3.5
` delete mesh
delete mesh 1
` make mesh and an object to work from
make object cube 2,1
make mesh from object 1,2
position object 2,0,-9,10
` make steps
for c = 1 to 13
add limb 2,c,1
rotate limb 2,c,45,0,0
offset limb 2,c,0,0,c+1.25
scale limb 2,c,100,100,100
next c
` make mesh of brackits
make mesh from object 1,2
delete object 2
` left steps floor strucher *
add limb 1,15,1
scale limb 1,15,190,50,50 :`200,10,650
offset limb 1,15,-3.5,0.75,3 :`-3.5,3.725,0
rotate limb 1,15,-45,180,0
`hide limb 1,15 :`temp
` delete mesh
delete mesh 1
` make mesh to work from
make object cube 2,1
make mesh from object 1,2
delete object 2
` frunt grund platform floor strucher *
add limb 1,16,1
scale limb 1,16,700,160,250
offset limb 1,16,-1,0.75,3.5
` delete mesh
delete mesh 1
` make mesh and an object to work from
make object cube 2,1
make mesh from object 1,2
position object 2,0,-9,10
` make steps
for c = 1 to 5
add limb 2,c,1
rotate limb 2,c,45,0,0
offset limb 2,c,0,0,c+1.25
scale limb 2,c,100,100,100
next c
` make step sides
for c = 6 to 7
add limb 2,c,1
scale limb 2,c,25,300,600
next c
offset limb 2,6,0.5,0,4.5
offset limb 2,7,-0.5,0,4.5
` make mesh of brackits
make mesh from object 1,2
delete object 2
` dropdown steps strucher *
add limb 1,17,1
scale limb 1,17,200,50,50
offset limb 1,17,0,-0.9,7.2
rotate limb 1,17,-45,180,0
` delete mesh
delete mesh 1
` make mesh to work from
`make object cylinder 2,1
make object cube 2,1
make mesh from object 1,2
delete object 2
` detal strucher *
for c = 18 to 21
add limb 1,c,1
scale limb 1,c,100,1250,100
`hide limb 1,c :`temp
next c
offset limb 1,18,2.5,6,2.5
offset limb 1,19,-2.5,6,2.5
offset limb 1,20,2.5,6,-2.5
offset limb 1,21,-2.5,6,-2.5
` delete mesh
delete mesh 1
`****************************************
` make mesh and an object to work from
make object triangle 2,0,10,0,-10,0,10,10,0,10
make mesh from object 1,2
position object 2,0,-9,10
` make a rooth top
for c = 1 to 4
add limb 2,c,1
scale limb 2,c,150,150,150
offset limb 2,c,0,0.25,0
next c
rotate limb 2,2,0,-90,0
rotate limb 2,3,0,90,0
rotate limb 2,4,0,180,0
` delete mesh
delete mesh 1
` make mesh of blocks
make mesh from object 1,2
delete object 2
` add rooth top detale strucher
for c = 22 to 25
add limb 1,c,1
scale limb 1,c,3.5,25,3.5
next c
offset limb 1,22,2.5,12.15,2.5
offset limb 1,23,-2.5,12.15,2.5
offset limb 1,24,2.5,12.15,-2.5
offset limb 1,25,-2.5,12.15,-2.5
` delete mesh
delete mesh 1
`***************************************
` make mesh and an object to work from
make object triangle 2,0,10,0,-10,0,10,10,0,10
make mesh from object 1,2
position object 2,0,-9,10
` make a rooth top
for c = 1 to 4
add limb 2,c,1
scale limb 2,c,150,150,150
offset limb 2,c,0,0.25,0
next c
rotate limb 2,2,0,-90,0
rotate limb 2,3,0,90,0
rotate limb 2,4,0,180,0
` delete mesh
delete mesh 1
` make mesh of blocks
make mesh from object 1,2
delete object 2
` add rooth top cone
add limb 1,26,1
scale limb 1,26,15,75,15
offset limb 1,26,0,10,0
` delete mesh
delete mesh 1
` make mesh and an object to work from
make object cube 2,1
make mesh from object 1,2
position object 2,0,-9,10
` make a door piller top
for c = 1 to 2
add limb 2,c,1
scale limb 2,c,75,75,75
next c
for c = 3 to 4
add limb 2,c,1
scale limb 2,c,50,50,50
next c
offset limb 2,1,1.25,0,0
offset limb 2,2,-1.25,0,0
offset limb 2,3,0.75,0,0
offset limb 2,4,-0.75,0,0
hide limb 2,0
` delete mesh
delete mesh 1
` make mesh of blocks
make mesh from object 1,2
delete object 2
` add door detal top, top floor back door
add limb 1,27,1
scale limb 1,27,100,100,100
offset limb 1,27,0,9.5,-2.5
` add door detal top, top floor right door
add limb 1,28,1
scale limb 1,28,100,100,100
offset limb 1,28,2.5,9.5,0
rotate limb 1,28,0,90,0
` add door detal top, ground floor frunt door
add limb 1,29,1
scale limb 1,29,100,100,100
offset limb 1,29,0,5.75,2.5
` delete mesh
delete mesh 1
` make mesh and an object to work from
make object cube 2,1
make mesh from object 1,2
position object 2,0,-9,10
` make door piller sides
for c = 1 to 4
add limb 2,c,1
scale limb 2,c,75,75,75
next c
for c = 5 to 6
add limb 2,c,1
next c
offset limb 2,1,0,0.75,0
offset limb 2,2,0,2,0
offset limb 2,3,0,-0.75,0
offset limb 2,4,0,-2,0
offset limb 2,5,0,1.25,0
offset limb 2,6,0,-1.25,0
` make mesh of blocks
make mesh from object 1,2
delete object 2
` add door piller sides
for c = 30 to 35
add limb 1,c,1
scale limb 1,c,75,75,75
next c
offset limb 1,30,-1.25,7.5,-2.5
offset limb 1,31,1.25,7.5,-2.5
offset limb 1,32,2.5,7.5,-1.25
offset limb 1,33,2.5,7.5,1.25
scale limb 1,34,75,100,75
scale limb 1,35,75,100,75
offset limb 1,34,-1.25,3.5,2.5
offset limb 1,35,1.25,3.5,2.5
` delete mesh
delete mesh 1
` make mesh and an object to work from
make object cube 2,1
make mesh from object 1,2
position object 2,0,-9,10
` make floor brackits
for c = 1 to 3
randomize timer()
add limb 2,c,1
next c
scale limb 2,1,100,100,750
offset limb 2,2,0,-3.5,3
rotate limb 2,2,90,0,0
scale limb 2,2,120,100,750
offset limb 2,3,0,-3,0
rotate limb 2,3,45,0,0
scale limb 2,3,90,100,750
` make mesh of brackits
make mesh from object 1,2
delete object 2
` add floor brackits
for c = 36 to 40
add limb 1,c,1
scale limb 1,c,25,25,25
next c
offset limb 1,36,1.75,5.8,-3.4
offset limb 1,37,-1.75,5.8,-3.4
offset limb 1,38,3.4,5.8,1.75
offset limb 1,39,3.4,5.8,-1.75
offset limb 1,40,-3.5,5.8,-3.4
rotate limb 1,38,0,-90,0
rotate limb 1,39,0,-90,0
rotate limb 1,40,0,45,0
` delete mesh
delete mesh 1
` make mesh and an object to work from
make object cube 2,1
make mesh from object 1,2
position object 2,0,-9,10
` make fence
for c = 1 to 3
add limb 2,c,1
next c
scale limb 2,1,100,600,100
scale limb 2,2,900,75,75
scale limb 2,3,900,75,75
offset limb 2,1,0,0,0
offset limb 2,2,-4,1.5,0
offset limb 2,3,-4,-1.5,0
` make mesh of brackits
make mesh from object 1,2
delete object 2
` add fence
for c = 41 to 50
add limb 1,c,1
scale limb 1,c,25,25,25
next c
offset limb 1,41,2.25,6.75,-4.5
offset limb 1,42,0,6.75,-4.5
offset limb 1,43,-2.25,6.75,-4.5
offset limb 1,44,2.25,6.75,-2.25
rotate limb 1,44,0,-90,0
offset limb 1,45,-4.25,6.75,-4.5
rotate limb 1,45,0,90,0
offset limb 1,46,-4.25,6.75,-2.3
rotate limb 1,46,0,-90,0
offset limb 1,47,4.75,6.75,-2.25
offset limb 1,48,4.75,6.75,2.25
offset limb 1,49,4.75,6.75,-1.125
scale limb 1,49,12.5,25,25
rotate limb 1,49,0,-90,0
offset limb 1,50,4.75,6.75,1.125
scale limb 1,50,12.5,25,25
rotate limb 1,50,0,90,0
`*************************************
`*** delete mesh ***
delete mesh 1
`*** delete object and make mesh ***
make mesh from object 1,1
delete object 1
`here is a save options mesh
`save mesh "mesh name.x",1
`*** make crate object ***
make object 1,1,0
`here is a save options object
`save object "object name.dbo",1
` position object away from cam
position object 1,0,-8,20
set object 1,1,1,0
` set up ambients, specular and colour object
color object 1, rgb ( 255, 255, 255 )
set object specular 1, rgb ( 255, 255, 255 )
set object specular power 1, 255
set object ambient 1,0
do
`*** swich objcet and cam controls
if spacekey()=1 and on = 0 then camlock = 1
if spacekey()=1 and on = 1 then camlock = 0 : on = 0
if camlock = 0 then object_rotation(obj)
if camlock = 1 then player_control() :on = 1
if on = 1 then inc clt
if clt >= 50 then clt = 0
sync
loop
`*** object rotatation ***
function object_rotation(obj)
` y & x rotate object
yrotate object obj,object angle y(obj) + mousemovex()*0.3
xrotate object obj,object angle x(obj) + mousemovey()*0.3
endfunction
`*** player controls ***
function player_control()
` rotate camera
yrotate camera camera angle y() + mousemovex()*0.3
xrotate camera camera angle x() + mousemovey()*0.3
` stops mouse from going upside down
if wrapvalue(camera angle x(0))>100 and wrapvalue(camera angle x(0))<120 then xrotate camera 0,100
if wrapvalue(camera angle x(0))>180 and wrapvalue(camera angle x(0))<280 then xrotate camera 0,280
` move camera
if mouseclick()=2 then move camera 0,-0.25
if mouseclick()=1 then move camera 0,0.25
endfunction
here is an image of the new building I made
here is th code for it
sync on : sync rate 60
autocam off
set camera range 1,1000
set normalization on
hide mouse
position camera 0,8,-20
` hay this is a building that I made, hope you like it.
` use it as a statick object.
` made by marc newham aka Sindore
` date: 19/06/2008
obj=1
mesh1=1
make object sphere obj,5
scale object obj,120,20,120
make mesh from object mesh1,obj
delete object obj
make object cylinder obj,5
scale object obj,50,100,50
add limb obj,1,mesh1
offset limb obj,1,0,-2.5,0
add limb obj,2,mesh1
offset limb obj,2,0,-3.25,0
scale limb obj,2,120,120,120
add limb obj,3,mesh1
offset limb obj,3,0,2.5,0
add limb obj,4,mesh1
offset limb obj,4,0,3.25,0
scale limb obj,4,120,120,120
delete mesh mesh1
make mesh from object mesh1,obj
delete object obj
`make centeral object to rotate
make object cube obj,1
` add 6 pillers
for c = 1 to 6
add limb obj,c,mesh1
scale limb obj,c,50,75,50
next c
offset limb obj,1,3,3.15,6.75
offset limb obj,2,-3,3.15,-6.75
offset limb obj,3,-3,3.15,6.75
offset limb obj,4,3,3.15,-6.75
offset limb obj,5,-3,3.15,0
offset limb obj,6,3,3.15,0
`delete mesh to make way for new objects
delete mesh mesh1
`***************************************
` make object to make mesh from
make object cube 2,1
make mesh from object mesh1,2
add limb 2,1,1
scale limb 2,1,125,50,125
offset limb 2,1,0,-0.25,0
delete mesh mesh1
make mesh from object mesh1,2
delete object 2
` make 1nd floor
add limb obj,7,mesh1
scale limb obj,7,750,125,1500
offset limb 1,7,0,0,0
delete mesh mesh1
`**************************************
` make object to make mesh from
make object cube 2,1
make mesh from object mesh1,2
delete object 2
` make 2nd floor
add limb obj,8,mesh1
scale limb obj,8,750,10,1500
offset limb obj,8,0,6,0
` upper wall frunt & back
for c = 9 to 12
add limb obj,c,mesh1
scale limb obj,c,250,400,10
next c
offset limb obj,9,2.5,8,7.5
offset limb obj,10,-2.5,8,7.5
offset limb obj,11,2.5,8,-7.5
offset limb obj,12,-2.5,8,-7.5
` upper walls side
for c = 13 to 16
add limb obj,c,mesh1
scale limb obj,c,10,400,625
next c
offset limb obj,13,3.75,8,4.4
offset limb obj,14,-3.75,8,-4.4
offset limb obj,15,-3.75,8,4.4
offset limb obj,16,3.75,8,-4.4
` rooth top for strucher *
add limb obj,17,mesh1
scale limb obj,17,800,50,1550
offset limb obj,17,0,10,0
`***************************************
` delete mesh
delete mesh mesh1
` make mesh and an object to work from
make object cube 2,1
make mesh from object 1,2
position object 2,0,-9,10
` make a door piller top
for c = 1 to 2
add limb 2,c,1
scale limb 2,c,75,75,75
next c
for c = 3 to 4
add limb 2,c,1
scale limb 2,c,50,50,50
next c
offset limb 2,1,1.25,0,0
offset limb 2,2,-1.25,0,0
offset limb 2,3,0.75,0,0
offset limb 2,4,-0.75,0,0
hide limb 2,0
` delete mesh
delete mesh mesh1
` make mesh of blocks
make mesh from object 1,2
delete object 2
`add door piller tops
for c = 18 to 21
add limb obj,c,mesh1
`scale limb obj,c,10,550,625
next c
offset limb obj,18,0,10,7.5
offset limb obj,19,0,10,-7.5
offset limb obj,20,3.75,10,0
rotate limb obj,20,0,90,0
offset limb obj,21,-3.75,10,0
rotate limb obj,21,0,90,0
` delete mesh
delete mesh mesh1
` make mesh and an object to work from
make object cube 2,1
make mesh from object mesh1,2
position object 2,0,-9,10
` make door piller sides
for c = 1 to 4
add limb 2,c,1
scale limb 2,c,75,75,75
next c
for c = 5 to 6
add limb 2,c,1
next c
offset limb 2,1,0,0.75,0
offset limb 2,2,0,2,0
offset limb 2,3,0,-0.75,0
offset limb 2,4,0,-2,0
offset limb 2,5,0,1.25,0
offset limb 2,6,0,-1.25,0
` make mesh of blocks
make mesh from object mesh1,2
delete object 2
` add door piller sides
for c = 22 to 29
add limb obj,c,mesh1
scale limb obj,c,75,80,75
next c
offset limb obj,22,1.25,7.85,7.5
offset limb obj,23,-1.25,7.85,7.5
offset limb obj,24,1.25,7.85,-7.5
offset limb obj,25,-1.25,7.85,-7.5
offset limb obj,26,3.75,7.85,1.25
offset limb obj,27,3.75,7.85,-1.25
offset limb obj,28,-3.75,7.85,1.25
offset limb obj,29,-3.75,7.85,-1.25
` delete mesh
delete mesh mesh1
` make mesh from temp cube
make object cube 2,1
make mesh from object mesh1,2
delete object 2
` deltale pillers out edge of building
for c = 30 to 33
add limb obj,c,mesh1
scale limb obj,c,100,600,100
next c
offset limb obj,30,3.75,8.75,7.5
offset limb obj,31,-3.75,8.75,7.5
offset limb obj,32,3.75,8.75,-7.5
offset limb obj,33,-3.75,8.75,-7.5
` make mesh and an object to work from
make object triangle 2,0,10,0,-10,0,10,10,0,10
make mesh from object 1,2
position object 2,0,-9,10
` make a rooth top
for c = 1 to 4
add limb 2,c,mesh1
scale limb 2,c,150,150,150
offset limb 2,c,0,0.25,0
next c
rotate limb 2,2,0,-90,0
rotate limb 2,3,0,90,0
rotate limb 2,4,0,180,0
` delete mesh
delete mesh 1
` make mesh of blocks
make mesh from object 1,2
delete object 2
` add rooth top detale strucher
for c = 34 to 37
add limb 1,c,mesh1
scale limb 1,c,3.5,25,3.5
next c
offset limb 1,34,3.75,11.65,7.5
offset limb 1,35,-3.75,11.65,7.5
offset limb 1,36,3.75,11.65,-7.5
offset limb 1,37,-3.75,11.65,-7.5
` delete mesh
delete mesh 1
` make rooth top ends
make object triangle 2,0,0,0,-10,0,10,10,0,10
make mesh from object mesh1,2
position object 2,0,-9,10
` make a rooth top ends
for c = 1 to 2
add limb 2,c,1
scale limb 2,c,100,100,100
rotate limb 2,c,90,0,0
next c
offset limb 2,1,0,10,-15
offset limb 2,2,0,10,15
` dletele mesh make new mesh delete object
delete mesh 1
make mesh from object mesh1,2
delete object 2
` add rooth top ends
add limb 1,38,mesh1
scale limb 1,38,35,50,50
offset limb 1,38,0,10,0
` delete mesh
delete mesh mesh1
` make temp
make object plain 2,1,1
make mesh from object mesh1,2
delete object 2
` add rooth top sides
add limb 1,39,mesh1
scale limb 1,39,1500,600,100
rotate limb 1,39,35,90,0
offset limb 1,39,-1.75,12.5,0
` add rooth top sides
add limb 1,40,mesh1
scale limb 1,40,1500,600,100
rotate limb 1,40,-35,90,0
offset limb 1,40,1.75,12.5,0
` delete mesh
delete mesh mesh1
` make temp
make object cube 2,1
make mesh from object mesh1,2
delete object 2
` add wood rooth suport top bar
add limb 1,41,mesh1
scale limb 1,41,50,50,1700
offset limb 1,41,0,15,0
rotate limb 1,41,0,0,45
` add wood rooth suport
add limb 1,42,mesh1
scale limb 1,42,50,600,50
offset limb 1,42,1.75,12.5,7.4
rotate limb 1,42,0,0,35
` add wood rooth suport
add limb 1,43,mesh1
scale limb 1,43,50,600,50
offset limb 1,43,-1.75,12.5,7.4
rotate limb 1,43,0,0,-35
` add wood rooth suport
add limb 1,44,mesh1
scale limb 1,44,50,600,50
offset limb 1,44,1.75,12.5,-7.4
rotate limb 1,44,0,0,35
` add wood rooth suport
add limb 1,45,mesh1
scale limb 1,45,50,600,50
offset limb 1,45,-1.75,12.5,-7.4
rotate limb 1,45,0,0,-35
` delete mesh
delete mesh mesh1
`remstart
` make temp
make object cylinder 2,1
make mesh from object mesh1,2
delete object 2
` add rooth detal cylinder
add limb 1,46,mesh1
scale limb 1,46,200,1550,200
offset limb 1,46,0,12,0
rotate limb 1,46,90,0,0
` delete mesh
delete mesh mesh1
` make temp
make object sphere 2,1
make mesh from object mesh1,2
delete object 2
` add rooth detal sphere
add limb 1,47,mesh1
scale limb 1,47,200,200,10
offset limb 1,47,0,12,7.75
` add rooth detal sphere
add limb 1,48,mesh1
scale limb 1,48,200,200,10
offset limb 1,48,0,12,-7.75
` delete mesh
delete mesh mesh1
`remend
`****************************************************
set object 1,1,1,0
do
` y & x rotate object
yrotate object obj,object angle y(obj) + mousemovex()*0.3
xrotate object obj,object angle x(obj) + mousemovey()*0.3
sync
loop
soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!