here is a simple little piece of code. As stated, load your terrain, dbControlCameraUsingArrows and call the dbg_hud function inside your LoopGDK with 0 as the parameter. If you make a object, you can pass that obj number and it will tell you where the object is. You can use this to help you position objects on your terrain.
hope this helps
ricky
#include "DarkGDK.h"
float xrot = 0, yrot = 0, zrot=0;
float scale= 1;
int lpercent = 100;
int frames = 0;
void hud(int object )
{
char buf[256];
// dbSyncOff();
sprintf(buf,"Object\nRotation\nx = %03.1f\ny = %03.1f\nz = %03.1f", xrot, yrot, zrot);
dbText(0,0, buf);
if(object)
{
int i;
sprintf(buf,"Frames\n%03d\nLight\n%03d\nSize\n%03.1f\nScale\n%3.1f",frames,lpercent, dbObjectSize(object), scale);
dbText(80,0,buf);
sprintf(buf,"Object\nPosition\nx = %3.1f\ny = %3.1f\nz = %3.1f",dbObjectPositionX(object),dbObjectPositionY(object),dbObjectPositionZ(object));
dbText(150,0,buf);
if( i = dbObjectCollision(object,0))
sprintf(buf,"Collision with %d", i);
}
sprintf(buf, "Camera\nAngle\nx = %3.1f\ny = %3.1f\nz = %3.1f",dbCameraAngleX(), dbCameraAngleY(),dbCameraAngleZ());
dbText(230,0,buf);
sprintf(buf, "Camera\nPosition\nx = %3.1f\ny = %3.1f\nz = %3.1f",dbCameraPositionX(), dbCameraPositionY(),dbCameraPositionZ());
dbText(320,0,buf);
if(object)
{
sprintf(buf, "Screen\nPosition\nx = %d\ny = %d",dbObjectScreenX(object),dbObjectScreenY(object));
dbText(410,0,buf);
}
// dbSync();
// dbSyncOn();
return;
}