Ok. I can't understand it then, because without newton it works. Here's some code:
if mouseclick()=1
clicked=1
load object "Models\"+modes$(mode,2),obj
load image "Textures\"+modes$(mode,3),obj
xsize#=object size x(obj)*(scalepercentage/100)
ysize#=object size y(obj)*(scalepercentage/100)
zsize#=object size z(obj)*(scalepercentage/100)
position object obj,xpos#,ypos#+(ysize#/2),zpos#
scale object obj,scalepercentage,scalepercentage,scalepercentage
texture object obj,obj
set object ambient obj,100
col = NDB_NewtonCreateBox( xsize#, ysize#, zsize# )
newtonobj = NDB_NewtonCreateBody( col )
NDB_BuildMatrix rxangle#, ryangle#, rzangle#, xpos#, ypos#+(ysize#/2), zpos#
NDB_NewtonBodySetMAtrix newtonobj
NDB_CalculateMIcubeSolid scalepercentage/10.0, xsize#
NDB_NewtonBodySetMassMatrix newtonobj, scalepercentage/10.0
NDB_BodySetGravity newtonobj, 1
NDB_BodySetDBProData newtonobj, obj
objects#(obj,1)=newtonobj
objects#(obj,2)=rxangle#
objects#(obj,3)=ryangle#
objects#(obj,4)=rzangle#
objects#(obj,5)=xpos#
objects#(obj,6)=ypos#
objects#(obj,7)=zpos#
objects#(obj,8)=mode
objects#(obj,9)=scalepercentage
endif
Here's where I'm naming the variables for the images and what not:
dim modes$(10,3)
modes$(1,1)="Edit"
modes$(2,1)="Crates"
modes$(3,1)="Benches"
modes$(4,1)="Lamposts"
modes$(5,1)="Cars"
modes$(6,1)="Trash"
modes$(7,1)="Spawnzones"
modes$(8,1)="1 Story Houses"
modes$(9,1)="Overhangs"
modes$(10,1)="2 Story Houses"
modes$(1,2)="None.x"
modes$(2,2)="Crate.x"
modes$(3,2)="Bench.x"
modes$(4,2)="Lamp.x"
modes$(5,2)="Car.x"
modes$(6,2)="Trash.x"
modes$(7,2)="Spawn.x"
modes$(8,2)="House.x"
modes$(9,2)="Overhang.x"
modes$(10,2)="2 Story House.x"
modes$(2,3)="crate129c.jpg"
modes$(3,3)="true wood.jpg"
modes$(8,3)="brick.bmp"
modes$(10,3)="brick.bmp"
EDIT:
fixed it on the objects, they weren't loaded from blender right