@MateiSoft Romania
When we open an object to add as limb, we first have to position where we decide it to go, so we need a position system such as the arrowkeys and then position the object in te correct place . When the new object, is correctly positioned, we have to convert it to mesh, pressing other key or with buttons on the screen and mouseclick or whatever we decide. Then of course, the new limb, will have no texture until we give a texture to the new limb. Take a look to this piece of code, and imagine that the box in the midle of the floor, is the one that you have loaded to add as a new limb. Go with little box where you want into the floor, place and rotate as you want the limb to be, then press spacekey to add the new limb.
`some textures
ink rgb(100,0,0),0
box 0,0,100,100
ink rgb(255,255,0),0
print "this is the"
print "texture for"
print "the floor."
get image 1,0,0,100,70,1
ink rgb(0,0,255),0
box 0,0,50,50
ink rgb(255,255,0),0
box 10,10,40,40
get image 2,0,0,50,50,1
autocam off
sync on
make object box 1,40,1,40
texture object 1,1
make object box 2,5,5,5 :MAKE MESH FROM OBJECT 1,2
position object 2,0,2.5,0
position camera -50,50,-50
point camera 0,0,0
limb=1
do
set cursor 0,0:ink rgb(255,255,255),0
print "move object with cursors "
print "Press space to add new limb"
if upkey() then move object 2,0.1
if downkey() then move object 2,-0.1
if leftkey() then turn object left 2,0.5
if rightkey() then turn object right 2,0.5
if spacekey()
lm=lm+1
if lm=2 then gosub add_limb
else
lm=0
endif
sync
loop
add_limb:
add limb 1,limb,1
offset limb 1,limb,object position x(2),object position y(2),object position z(2)
rotate limb 1,limb,object angle x(2),object angle y(2),object angle z(2)
texture limb 1,limb,2
inc limb
return
In the same way, you can add as many limbs as you need , taking into acount that you have to increase variable limb every time you add new limb to the main object.
I'm not a grumpy grandpa
