nobody knows how to create the .cls file?
here is my main-code. What do i have to change to create the .cls file?
Code:
define _mass,SKILL1;
define _lineardrag,skill2;
define _angulardragx,skill3;
define _angulardragy,skill4;
define _angulardragz,skill5;
define _shapefactor,skill6;
define _material,skill7;
define _waterentity,skill8;
define _collisionshape,flag1;
define _autorest,flag2;
define _startactive,flag3;
function* p_phevent;
entity* p_tempent1;
entity* p_tempent2;
sound snd_click=<click.wav>;
sound snd_poolball=<poolball.wav>;
sound door_op=<door_op.wav>;
var ground_material;
var wood_material;
var ivory_material;
var water_material;
define newtonGravity,-700.0;
define MAX_VALUE,1048576.0;
define SOUND_IMPACT_DELAY,8;
define MIN_IMPACT_SPEED,25;
var maxCollisionSpeed;
////Newtonifdef////
string level_str=<training_L1.wmb>;
ifdef USE_NEWTON_GAME_DYNAMICS;
string newtonLevel_cls = <main.CLS>; endif;
////////////////////
bmap splashmap = <logo_A6.pcx>; // the default logo in templates
bmap logos=<logo.pcx>;
//bmap logo2=<logo2.pcx>;
panel splashscreen {
bmap = splashmap;
flags = refresh,d3d;
}
panel logo1 {
bmap=logos;
flags=refresh,d3d;
}
//panel splashscreen2 {
// bmap = logo2;
// flags = refresh,d3d;
//}
////MAIN//////
var video_mode = 8; // screen size 1024x768
var video_depth = 16; // 16 bit colour D3D mode
function main()
{
freeze_mode=1;
fps_min=60;
fps_max=60;
var nexus=128;
max_entities = 1000;
warn_level = 2;
mouse_mode = 0;
ifdef USE_NEWTON_GAME_DYNAMICS;
wait(1);
dll_handle = newtonHandle;
NewtonAddMap (level_str, splashscreen);
endif;
wait(3);
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);
sleep(1);
splashscreen.visible = off;
logo1.pos_x = (screen_size.x - bmap_width(splashmap))/2;
logo1.pos_y = (screen_size.y - bmap_height(splashmap))/2;
logo1.visible = on;
wait(3);
sleep(1);
logo1.visible=off;
freeze_mode=0;
level_load(level_str);
}
Regards Efrint
here is a picture. You can see the ball falling through a level-block: