Hello...

My question is... I haved download (sorry for my bad english... ) of Cube Map DLL for images in cube in outdoor scenes...

I load the DLL and the images show OK, but my scene disappear of screen...

The DLL is cubemap.dll...

My code:

// Main script
///////////////////////////////////////////////////////////////////////////////////
// GameStudio main script
////////////////////////////////////////////////////////////////////////////
// Files to over-ride:
// * logodark.bmp - the engine logo, include your game title
// * horizon.pcx - A horizon map displayed over the sky and cloud maps
////////////////////////////////////////////////////////////////////////////
// The PATH keyword gives directories where game files can be found,
// relative to the level directory
path "C:\\Program Files\\GStudio6\\template"; // Path to WDL templates subdirectory

////////////////////////////////////////////////////////////////////////////
// The INCLUDE keyword can be used to include further WDL files,
// like those in the TEMPLATE subdirectory, with prefabricated actions
include <movement.wdl>;
include <messages.wdl>;
include <menu.wdl>; // must be inserted before doors and weapons
include <particle.wdl>; // remove when you need no particles
include <doors.wdl>; // remove when you need no doors
include <actors.wdl>; // remove when you need no actors
include <weapons.wdl>; // remove when you need no weapons
include <war.wdl>; // remove when you need no fighting
//include <venture.wdl>; // include when doing an adventure
include <lflare.wdl>; // remove when you need no lens flares
include <Environment.wdl>;


////////////////////////////////////////////////////////////////////////////
// The engine starts in the resolution given by the follwing vars.
var video_mode = 7; // screen size 640x480
var video_depth = 16; // 16 bit colour D3D mode

/////////////////////////////////////////////////////////////////
// Strings and filenames
// change this string to your own starting mission message.
string mission_str = "Fight your way through the level. Press [F1] for help";
string level_str = <teste_fase_simples.WMB>; // give file names in angular brackets

/////////////////////////////////////////////////////////////////
// define a splash screen with the required A4/A5 logo
bmap splashmap = <logodark.pcx>; // the default logo in templates
panel splashscreen {
bmap = splashmap;
flags = refresh,d3d;
}

////////////////////////////////////////////////////////////////////////////
// The following script controls the sky
sky horizon_sky {
// A backdrop texture's horizontal size must be a power of 2;
// the vertical size does not matter
type = <horizon.pcx>;
tilt = -10;
flags = scene,overlay;//,visible;
layer = 3;
}

/////////////////////////////////////////////////////////////////
// The main() function is started at game start
function main()
{

// set some common flags and variables
// warn_level = 2; // announce bad texture sizes and bad wdl code
tex_share = on; // map entities share their textures

// center the splash screen for non-640x480 resolutions, and display it
splashscreen.pos_x = (screen_size.x - bmap_width(splashmap))/2;
splashscreen.pos_y = (screen_size.y - bmap_height(splashmap))/2;
splashscreen.visible = on;
// wait 3 frames (for triple buffering) until it is flipped to the foreground
wait(3);

// now load the level
level_load(level_str);
wait(5);
// bg_color = 5;
// freeze the game
freeze_mode = 1;

// wait the required second, then switch the splashscreen off.
sleep(1);
splashscreen.visible = off;
bmap_purge(splashmap); // remove splashscreen from video memory

// load some global variables, like sound volume
load_status();

// display the initial message
msg_show(mission_str,10);

// initialize lens flares when edition supports flares
ifdef CAPS_FLARE;
lensflare_start();
endif;

// use the new 3rd person camera
move_view_cap = 1;

// un-freeze the game
freeze_mode = 0;
//wait(1);

cubes = dll_open("cubemap.dll");
InitEnvironmentCube();
wait(1);
// client_move(); // for a possible multiplayer game
// call further functions here...
}


/////////////////////////////////////////////////////////////////
// The following definitions are for the pro edition window composer
// to define the start and exit window of the application.
WINDOW WINSTART
{
TITLE "3D GameStudio";
SIZE 480,320;
MODE IMAGE; //STANDARD;
BG_COLOR RGB(240,240,240);
FRAME FTYP1,0,0,480,320;
// BUTTON BUTTON_START,SYS_DEFAULT,"Start",400,288,72,24;
BUTTON BUTTON_QUIT,SYS_DEFAULT,"Abort",400,288,72,24;
TEXT_STDOUT "Arial",RGB(0,0,0),10,10,460,280;
}

/* no exit window at all..
WINDOW WINEND
{
TITLE "Finished";
SIZE 540,320;
MODE STANDARD;
BG_COLOR RGB(0,0,0);
TEXT_STDOUT "",RGB(255,40,40),10,20,520,270;

SET FONT "",RGB(0,255,255);
TEXT "Any key to exit",10,270;
}*/


/////////////////////////////////////////////////////////////////
//INCLUDE <debug.wdl>;


Now...
My script Environment.wdl:

////////////////// Environment.wdl /////////////////////


var_nsave cubes;


///////////// neue Fassung
dllfunction InitEnvironmentCube(void_var);
dllfunction ExitEnvironmentCube(void_var);
dllfunction ThisLoop(void_var);
dllfunction Test(void_var);
render_sky = ThisLoop;


dllfunction DrawTeapot;
render_entities = DrawTeapot;



var testwert = 777;


on_x bye;


dllfunction LeaveDll(void_var);

function bye()
{
LeaveDll();
// ExitEnvironmentCube();
exit;
}

on_f7 = Test;
on_g = bye;




//////////////// These are routine for environment mapping /////////////

dllfunction LoadTeapot(void_var);
dllfunction TriggerTeapot(void_var);

on_f10 LoadTeapot;
on_f11 TriggerTeapot;


My DLL open OK and show the cube with images background...
But my 3D objects disappear of screen....
Please help me... thanks...



[image]http://galeon.com/chefinho/assinatura/quico_avatar.jpeg[/image] By Chief