Model Viewer by Doomwad31st May 2004 0:50
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Summary This is my official model viewer. It's very fun and easy to use! You can type in your model name (i.e. Tank.3ds, john.x, etc.) or some of the primitives (cube, plain, sphere, cylin Description Code ` This code was downloaded from The Game Creators ` It is reproduced here with full permission ` http://www.thegamecreators.com remstart Author: Tyler Walker Program: Polyman Sutdios Internal Model Browser This program is awesome, and very easy to use! remend main: sync on backtrue = 0 modeltrue = 1 rem load image "globe.bmp", 3 sync rate 500 input "please enter model file name(*.x, *.3ds): ", model$ input "please enter your texture. leave blank if you don't want one: ", texture$ input "please enter your backdrop texture: ", backdrop$ x = 100 if backdrop$="" then backtrue = 2 if backdrop$="red" then color backdrop rgb(255,0,0); backtrue=2 if backdrop$="blue" then color backdrop rgb(0,0,255); backtrue=2 if backdrop$="green" then color backdrop rgb(0,255,0); backtrue=2 if backdrop$="white" then color backdrop rgb(255,255,255); backtrue=2 if backdrop$="black" then color backdrop rgb(0,0,0); backtrue=2 if backtrue = 0 then load image backdrop$, 2; texture backdrop 2 if model$="plain" then make object plain 1, 100, 100 : modeltrue = 0 if model$="sphere" then make object sphere 1, 100 : modeltrue = 0 if model$="cube" then make object cube 1, 100 : modeltrue = 0 if model$="cylinder" then make object cylinder 1, 100 : modeltrue = 0 if model$="cone" then make object cone 1, 100 : modeltrue = 0 if model$="" then modeltrue = 0 if texture$ = "" imagetrue = 0 goto bleh else load image texture$, 1 imagetrue = 1 endif scale = 0 bleh: hide mouse rem load object rem load object "H-Tank.x", 1 rem load object "what.3ds", 1 if modeltrue = 1 then load object model$, 1 if imagetrue = 1 then texture object 1, 1 rem ghost object on 1, 200 rem Main Loop sync rate 50 repeat set cursor 0, 0 print "Hit the arrow keys" rem angle#=wrapvalue(angle#-2) rem scale object 1, scale, scale, scale remstart if spacekey()=1 then scale = scale - 1 if shiftkey()=1 then scale = scale + 1 remend if leftkey()=1 then angle#=wrapvalue(angle#-5) if rightkey()=1 then angle#=wrapvalue(angle#+5) if upkey()=1 then bangle#=wrapvalue(bangle#+5) if downkey()=1 then bangle#=wrapvalue(bangle#-5) y#=curvevalue(dy#, y#, 10.0) x#=curvevalue(dx#, x#, 10.0) scale object 1, x, x, x if spacekey()=1 then x = x + 1 if shiftkey()=1 then x = x - 1 rem z#=curvevalue(dz#, z#, 10.0) rem You can curve angles creating smooth transition of rotation ca#=curveangle(angle#, ca#, 5.0) cb#=curveangle(bangle#, cb#, 5.0) rem Update the object with these new values yrotate object 1,ca# xrotate object 1,cb# sync until escapekey() = 1 end |