Well thinking about it I'd imagine this would be due to incorrect normals on the objects. Also the object isn't visible from the top and it looks like it's reversed so the front face is on the bottom. I had to:
X Rotate - the object so it was facing upright so it would be affected by lights correctly then...
Set Object Normals - which corrected the light levels on the object
Amended code:
autocam off
sync on
set ambient light 0
load image "carred.jpg",1
load object "triroad.x",1
`set object cull 1,0 // testing without
set object radius 1,0
///////// my bit
set object normals 1
xrotate object 1,180
////////
offset limb 1,0,-80,0,-100
texture object 1,1
make object box 2,1,20,1
position camera -50,50,00
point camera 0,0,0
do
set cursor 0,0
print "Press Space to rotate object"
print wrapvalue(object angle y(1))
if spacekey() then g#=g#+0.02
yrotate object 1,g#
control camera using arrowkeys 0,0.1,0.1
a#=wrapvalue(a#+mousemovex()/2)
cam#=wrapvalue(cam#+mousemovey()/2)
rotate camera cam#,a#,0
if leftkey() then move camera left 0.1
if rightkey() then move camera right 0.1
sync
loop
I'm not that knowledgeable when it comes to meshes and how normals work. But I'm thinking, would manually flipping the normals correct this issue?
"Get in the Van!" - Van B