Using u\v with wmb has strange results (it appears to cycle shadowmap, or something of this kind)

'Global' texture settings apply to all textures that you assign by double-clicking texture thumbail in list.

With 'Create Meshes' unchecked, there are no collisions - player walks through both solid and unsolid blocks, colliding only with entities. Building level collision shapes with wmb's does not sound like a good idea to me.
Here are build settings that I am using atm:

Here's main player code loop (maybe I did something wrong here?)
Code:
//definitions:
#define player_move IGNORE_PASSABLE|GLIDE
#define player_trace IGNORE_PASSABLE|IGNORE_ME|USE_BOX|IGNORE_FLAG2
//Flag2 is used to allow player to collide with specific entities by walking over them.
//loop:
while (!dead)
    {
        // pan.x:
        rsp.x -= key_force.x * aa;
        rsp.x = sign(rsp.x) * maxv(0,minv(am,abs(rsp.x)) - (key_force.x == 0) * af);
        rot.x = ang(rot.x + rsp.x);
        // pan.y:
        rsp.y += key_force.y * aa;
        rsp.y = sign(rsp.y) * maxv(0,minv(am,abs(rsp.y)) - (key_force.y == 0) * af);
        rot.y = clamp(rot.y + rsp.y, -90, 90);
        // zspeed:
        vec_set(mtv.x,my.x); mtv.z -= 4096;
        dst = c_trace(my.x,mtv.x,player_trace);
        if (dst > 16)
        {
            vv = maxv(vv-vg,-16);
        }
        else
        {
            vv = maxv(0,vv);
        }
        if (dst != 0)
        {
            if (dst < 50) if (key_space) vv = vj;
            //c_move(me,nullvector,vector(0,0,vv),IGNORE_PASSABLE|GLIDE);
        }
        // debug:
        //str_for_num((deb_txt.pstring)[0],dst);
        // xyspeed:
        vec_set(mtv.x,vector(va * (key_w - key_s), va * (key_a - key_d),0));
        vec_rotate(mtv.x,vector(rot.x,0,0));
        vec_add(vel.x,mtv.x);
        vec_normalize(vel.x,maxv(0,minv(vec_length(vel),vm)-vf) );
        // move:
        c_move(me,nullvector,vector(vel.x,vel.y,vv),player_move);
        // camera:
        vec_set(camera.x,vector(my.x,my.y,my.z+48));
        vec_set(camera.pan,rot.x);
        wait(1);    
    }



Last edited by YellowAfterlife; 11/24/10 14:33.

Unfortunately, I've not worked with 3dGS for a while now, but it was fun