I'm running from wed ,in the map proprieties seems all ok (there is main.c).From main script:yhis is my main.c
"#include <acknex.h>
#include <default.c>
#include <mtlFX.c>
#include "t_shooter_player.h" // player's movement / camera code
#include "t_shooter_weapons.h" // player's weapons: pistol, machine gun with autofire and sniper gun, ammo packs, health pack, armor pack
#include "t_shooter_enemies.h" // player's enemies
#include "t_shooter_elevators.h" // elevators and platforms
/////////////////////////////////////////////////////////////////////////////////
var show_pointer = 1; // enables (1) or disables (0) the mouse pointer
/////////////////////////////////////////////////////////////////////////////////
STRING* rpg1_wmb = "cities.wmb";
/////////////////////////////////////////////////////////////////////////////////
ENTITY* sky =
{
type = "skycube+6.tga";
flags2 = SKY | CUBE | SHOW;
}
/////////////////////////////////////////////////////////////////////////////////
function main()
{
camera.arc = 90; // set camera.arc to a proper value for shooter games
fps_max = 75; // limit the frame rate to 75 fps (not really needed)
d3d_fogcolor1.red = 255; // set a white fog
d3d_fogcolor1.green = 255;
d3d_fogcolor1.blue = 255;
d3d_entsort = 6;
fog_color = 1;
camera.fog_start = 100;
camera.fog_end = 30000;
video_screen = 3; // start the game in full screen mode=1
video_mode = 8; // run at a 1024x768 pixels resolution on monitors with a 4/3 aspect ratio
map_subents = 1;
level_load (rpg1_wmb);
wait (3);
media_loop("che.mp3", NULL, 70); // start the soundtrack
}
action vegetation()
{
set(my, POLYGON);
my.ambient = 30;
}
action water()
{
var init_arc;
#ifdef mtlfx_c
fx_mirrorWater();
#endif
d3d_fogcolor4.red = 0;
d3d_fogcolor4.green = 10;
d3d_fogcolor4.blue = 155;
init_arc = camera.arc;
while (1)
{
if (camera.z < my.z) // the player is under the water?
{
fog_color = 4; // blue fog
camera.fog_start = 0;
camera.fog_end = 300 + 150 * sin(0.01 * total_frames);
camera.arc = init_arc + 4 * sin(0.01 * total_frames);
camera.roll = camera.roll + 0.02 * sin(0.02 * total_frames);
}
else
{
fog_color = 0;
camera.arc = init_arc;
camera.roll = 0;
}
wait (1);
}
}
THANs for your help