арт художника или что он пригрел зависит не от технологий а от
энергетики художника особенно текущей чем она положительней
тем волшебнее арт еще бекапь на флешку
Код:
Global info1$="Insaner demo!" Global info2$="Arrow keys pan, A/Z zoom" Global info3$="space to toggle hardware multitexturing" Global info4$="Features multitextured dynamic LOD terrain" Include "../start.bb" light = CreateLight(1) RotateEntity(light,45,45,0); terrain=LoadTerrain( "hmap.bmp" ) TerrainDetail terrain,500,True PositionEntity terrain,-128,0,-128 ScaleEntity terrain,1,50,1 TerrainShading terrain,True terrain2=LoadTerrain( "hmap.bmp" ) TerrainDetail terrain2,500,True PositionEntity terrain2,-128,0,-128 ScaleEntity terrain2,1,50,1 TerrainShading terrain2,True car=LoadMesh("car.x") PositionEntity(car,25,0,-65); PositionEntity(car,EntityX(car),TerrainY(terrain,EntityX(car),0,EntityZ(car))+1,EntityZ(car)); RotateEntity(car,0,90,0); ;setup multitexturing: ; ;dest=( ( (rock-grass) * track ) + grass ) * lighting ; tex0=LoadTexture( "CrackedStone_diff.bmp" ) ScaleTexture tex0,16,16 tex1=LoadTexture( "track1.bmp",2 ) ScaleTexture tex1,256,256 tex2=LoadTexture( "MossyGround.bmp" ) ScaleTexture tex2,16,16 TextureBlend tex2,2 tex3=LoadTexture( "lmap.bmp" ) ScaleTexture tex3,256,256 EntityTexture terrain,tex0,0,0 EntityTexture terrain,tex1,0,1 EntityTexture terrain2,tex2,0,0 EntityBlend terrain, 0.6 EntityBlend terrain2, 0.4 camera=CreateCamera() CameraClsColor(camera,0,124,255); PositionEntity camera,60,40,-90 RotateEntity camera,0,0,0 TurnEntity camera,0,45,0 TurnEntity camera,25,0,0 hwmt=True HWMultiTex hwmt While Not KeyHit(1) If KeyHit(17) wire=Not wire:WireFrame wire If KeyHit(57) hwmt=Not hwmt:HWMultiTex hwmt If KeyDown(30) TranslateEntity camera,0,-2,0 If KeyDown(44) TranslateEntity camera,0,+2,0 If KeyDown(203) TranslateEntity camera,-2,0,0 If KeyDown(205) TranslateEntity camera,+2,0,0 If KeyDown(200) TranslateEntity camera,0,0,+2 If KeyDown(208) TranslateEntity camera,0,0,-2 UpdateWorld RenderWorld Text 0,0,"HWMultiTex "+hwmt Flip Wend End