A month ago or so I sent to your email the corrections for the wave code you were asking about. Did you get them?
You should try your hand at the DBC challenges. It forces one to complete programming projects with a minimum of resources. It's very good practice.
Quote: "Is it possible to take any amount of .x objects that are loaded in Dark Basic Pro. and convert it to one?
Could you use add limb then some how save it as one whole object?
Also can you do this without using a modeling program?"
In DBC (then most probably in DBPro) yes, yes and yes. I do this all the time. With DBC, the only problem is the texturing. Once you combine the meshes (limbs and such) it becomes a single mesh and the limbs are no longer limbs. You have to retexture the object but if limbs were individually textured, you are out of luck unless you can create an "unwrapping" of the mesh in DBPro and then apply the approriate textures. That is how to avoid using an outside modeling program.
here is an example of creating an L shaped object out of 7 cubes. In the end, it's all one object. I don't account for texturing in this example:
autocam off
sync on
sync rate 60
rem make an L shaped object and assign it to the variable L
L=make_l(1)
position camera 0,0,-300
color object L,rgb(200,200,0)
rem main loop - move around your new object
do
if upkey()=1 then move object L,2
if downkey()=1 then move object L,-2
if rightkey()=1 then turn object right L,2
if leftkey()=1 then turn object left L,2
sync
loop
end
function make_l(num)
obj=avail_obj(num)
across=0
up=0
rem create objects,meshes and limbs
for n=obj to obj+7
make object cube n,10
if across < 4
position object n,10*across,10*up,0
make mesh from object n,n
add limb obj,n,n
else
inc up
across=3
position object n,10*across,10*up,0
make mesh from object n,n
add limb obj,n,n
endif
inc across
next n
rem clean up
for n=obj to obj+7
delete mesh n
if n > 1
delete object n
endif
next n
rem ok, now combine limbs and all into one object
make mesh from object obj,obj
delete object obj
make object obj,obj,0
delete mesh obj
endfunction obj
function avail_obj(obj)
while object exist(obj)=1
inc obj
endwhile
endfunction obj
You'll also have to watch polygon count. The more objects you add, the higher the count.
Enjoy your day.