Thank you! I misunderstood the manual.

EDIT: Okay, I believe I have it working for anyone that needs it:
Code:
VECTOR* pos = nullvector;
D3DVERTEX* vertlst;
CONTACT* c_tmp = ent_getvertex(terrain,NULL,1);
CONTACT* c = ent_setvertex(terrain,c_tmp,1);
vertlst = c.v;
var a, maxVert = ent_status(terrain,1);
	
while(1) {
 for (a=0;a < maxVert;a++) {
  vec_set(pos,vector(vertlst[a].x,vertlst[a].z,vertlst[a].y));
  draw_point3d(pos.x,vector(50,255,50),100,1);
 }
 wait(1);
}



I noticed a typo in the manual I think. It says to swap x,y coordinates when converting d3dvertex positions to engine positions but it is in fact the y,z coordinates that need to be swapped.

Last edited by DrunkenPirate; 11/30/09 00:06.