OK. "camera always goes up" solved with small texture animation demo:
So as a result of my research about a upwards moving camera I like to share the results with you:
1. It is correct: You need a hmp (Ground) below your level geometry to avoid an upgoing camera/player camera. Strangely enough. Note the hmp in my 3DGitt demo screenshot.
2. I created a small demo level with a Guard-player with the t_player action attached to the model. The t_player action has been modified
by me so that you can hear footsteps when walking.
The cube with the black and white texture animation has been created separately in WED as a simple map, saved out and loaded in the main level with >add map entity<. Because this map entity had no collision detection I put a level prefab block into the map entity to get a stop collision.
The barrel has a fx_uvspeed attached, You can see it working.
The lava stream at the bottom of the level, again, is a separately created block entity with a texture animation (+0lava to +9lava). It was also build as a simple mesh and then imported. To avoid falling through the lava block I placed a level primitive inside the lava block.
The lava stream movement was created in PCXanim. It is not a uvspeed fx.
The whole level was compiled with >create meshes< set.
Script choice was "Flythrough"
t_player.c modified externaly in SED for footstep sounds.
Collision sound not yet implemented but planned.
Project manager used to add "player parameters".
T7 scripts used.
You can download the small tech demo 3DGitt.cd here:
3DGitt/A8 tech demo downloadBest wishes !
NeoDumont
A7 Extra Edition (Sybex)
A8 Extra Edition