Hi again!
I first posted this at the bottom of the 'Evolved AL Tutorial' thread I started, but I thought it would probably do better in it's own thread, hope nobody minds

I've tried for a 'first scene' using Advanced Lighting, just adding the Parallax Occlusion effect to the system, then applying it to objects, to see if I can get it working... The problem is though, I can't get any objects to display! At all! Basically in my scene, as soon as I add an object to the AL system, it vanishes and can't be seen (apart from in the debugging cameras when you press F1)
Here's the code:
Rem ***** Main Source File *****
#include "include/advanced lighting.dba"
set display mode 1024, 768, 32
sync on
autocam off
advlighting_setup(1024, 768)
AdvLighting_SetCamera(1,16000,75,0)
AdvLighting_SetFog(16000,0,0,0,2)
AdvLighting_SetAmbient(130,50,50)
make object plain 1, 8000, 8000, 10, 10
set object cull 1, 0
set camera range 1, 16000
load image "CobbleStones.jpg", 1
load image "cobblestones_normal.dds", 12
load image "cobblestones_diffuse.dds", 13
load image "sky.jpg", 2
load image "buildingtexture1.jpg", 4
load image "buildingtexture2.jpg", 5
load image "buildingtexture3.png", 6
load image "buildingtexture4.jpg", 7
load image "buildingtexture5.jpg", 8
load image "brick wall.dds", 9
load image "brick wall_n.dds", 10
load image "brick wall_s.dds", 11
load image "detail.dds", 14
make object sphere 100, 18000, 100, 100
texture object 100, 2
texture object 1, 0, 1
texture object 1, 1, 12
texture object 1, 2, 13
texture object 1, 3, 14
scale object texture 1, 200, 200
rem Generate buildings
set object collision off 1
color backdrop rgb(204, 204, 204)
set object collision off 100
set object cull 100, 0
load effect "shaders/surface/object/parallax occlusion.fx", 1, 0
effect_add(1)
rem effect_setdetailmapping(1, 1)
load effect "reliefmapping.fx", 2, 0
object_add(1)
set object effect 1, 1
buildings = 2
for h = 3 to rnd(60) + 60
randomsize = rnd(200) + 300
make object box h, randomsize, rnd(800) + 150, randomsize
position object h, rnd(5000) - rnd(5000), 0.5 + object size y(h) / 2, rnd(5000) - rnd(5000)
if object collision(h, 0) > 0
while object collision(h, 0) > 0
position object h, rnd(5000) - rnd(5000), 0.5 + object size y(h) / 2, rnd(5000) - rnd(5000)
endwhile
endif
scale object texture h, 5, 5 + int(object scale y(h) / 100)
object_add(h)
object_setshadow(h, 1)
object_setautoupdate(h, 1)
set object effect h, 1
texture object h, 0, 9 : texture object h, 1, 10 : texture object h, 2, 11 : texture object h, 3, 14
inc buildings
next h
set object collision on 1
lightpos = make vector4(1)
do
if controlkey() = 1
for h = 3 to buildings
set shading off h
set object effect h, 1
next h
endif
if shiftkey() = 1
for h = 3 to buildings
set shading off h
set object effect h, 2
next h
endif
position mouse screen width() / 2, screen height() / 2
if inkey$() = "u" then position camera camera position x(), camera position y() + 0.1, camera position z()
if inkey$() = "d" then move camera down 0.1
if upkey() = 1 then move camera 0.8
if downkey() = 1 then move camera -0.8
rotate camera camera angle x() + mousemovey() / 4, camera angle y() + mousemovex() / 4, camera angle z()
text 0, 0, str$(screen fps())
set vector4 1, camera position x(), camera position y(), camera position z(), 0
rem set effect constant vector 1, "LightPosition", 1
rem set effect constant float 1, "LightRange", 200 + (sin(timer() / 100) * 80) + randomflicker
if timer() - randomnow > 15 + extradelay then randomflicker = rnd(15) : randomnow = timer() : extradelay = rnd(23)
advlighting_update()
AdvLighting_Debug()
sync mask (2^0)
sync
loop
I'm sorry, there's some junk code in there, because I've been testing this stuff and trying to get it working

If you can spot anything wrong with it, please let me know!