This is from the help files:
sync on : sync rate 60 : hide mouse:cls 0
perform checklist for object limbs ObjectNumber
for c=1 to checklist quantity()
print checklist string$(c)
next c
while mouseclick()=0
sync
endwhile
end
There are also functions in the DKAVM plugin and the Matrix1 plugin which can give the limb count. The Matrix1 allows you to get a limb by name, which is useful.
As for the parallax mapping, I've tracked down the Evolved ParallaxMapping.fx shader. This is how it's set up in the example dba included with the shader:
`Create Object
load effect "FX/ParallaxMapping.fx",1,0
make object box 1,75,75,75 : object=1
texture object 1,0,1
texture object 1,1,2
texture object 1,2,3
set object effect 1,1
So the three required textures are loaded onto different texture layers, and the shader looks for them there.
And... that's exactly what James H already posted. Heh. THanks for the FVF info, James! I just re-checked this thread today, rather belatedly. I put together a program to help myself understand the fvf handling. That seems to have helped. At least I'm no longer ranting about how DB is put together sideways. LOL (Obviously it's DirectX which was put together sideways. Hmm.)