sure its simple. I think you missunderstood me though.When I said blurr filter I just ment a photoshop filter. I used
the "wind filter". Then scrolled the texture for animation.
; TerrainY Example
; ----------------
Graphics3D 640,480
SetBuffer BackBuffer()
camera=CreateCamera()
PositionEntity camera,1,1,1
light=CreateLight(3)
PositionEntity light ,1,40,1
RotateEntity light,90,0,0
LightRange light,100
LightConeAngles light,220,220
lite= CreateLight(3)
PositionEntity lite ,128,40,128
LightColor lite,-50,-50,-50
RotateEntity lite,90,0,0
LightRange lite,100
LightConeAngles lite,220,220
CameraClsColor camera,100,120,150
CameraFogMode camera,True
CameraFogRange camera,-15,50
CameraFogColor camera,100,120,150
CameraRange camera,1,85
; Load terrain
terrain=LoadTerrain( "cliffhop.bmp" )
terrain2=LoadTerrain( "cliffhop8.bmp" )
EntityAlpha terrain2,.15
;EntityFX terrain2,32
TerrainShading terrain,True
TerrainShading terrain2,False
; Scale terrain
ScaleEntity terrain,4,50,4
ScaleEntity terrain2,4,50,4
;PositionEntity clouds,EntityX(terrain)-20,EntityY(terrain)+35,EntityZ(terrain)
;PositionEntity terrain2,EntityX(terrain),EntityY(terrain)-.5,EntityZ(terrain)
; Texture terrain
grass_tex=LoadTexture( "granitwall.bmp" )
ScaleTexture grass_tex,4,4
EntityTexture terrain,grass_tex,0,1
;textureterrain2
cloudtex=LoadTexture("weirdsky.bmp")
ScaleTexture cloudtex,8,4
EntityTexture terrain2,cloudtex,0,1
; Set terrain detail, enable vertex morphing
TerrainDetail terrain,3000,True
TerrainDetail terrain2,2000,True
;TextureBlend grass_tex,(0+2)
TextureBlend cloudtex,2
;loads an object
;witchprogect=LoadMesh ("freestyle.b3d")
;ScaleEntity witchprogect,.05,.05,.05
;PositionEntity witchprogect,EntityX(terrain)+45,EntityY(terrain)+6.5,EntityZ(terrain)+60
;EntityTexture witchprogect,grass_tex
r#=0
While Not KeyDown( 1 )
r#=r#+.001
RotateTexture cloudtex,r#*5
PositionTexture cloudtex,r#,r#
;TurnEntity witchprogect,0,50,0
If KeyDown( 203 )=True Then x#=x#-0.3
If KeyDown( 205 )=True Then x#=x#+0.3
If KeyDown( 208 )=True Then y#=y#-0.3
If KeyDown( 200 )=True Then y#=y#+0.3
If KeyDown( 44 )=True Then z#=z#-0.3
If KeyDown( 30 )=True Then z#=z#+0.3
If KeyDown( 205 )=True Then TurnEntity camera,0,-2,0
If KeyDown( 203 )=True Then TurnEntity camera,0,1,0
If KeyDown( 208 )=True Then MoveEntity camera,0,0,-0.2
If KeyDown( 200 )=True Then MoveEntity camera,0,0,0.2
x#=EntityX(camera)
y#=EntityY(camera)
z#=EntityZ(camera)
terra_y#=TerrainY(terrain,x#,y#,z#)
terra_x#=TerrainX(terrain,x#,Y,Z#)
terra_z#=TerrainZ(terrain,x#,Y,Z#)
PositionEntity camera,x#,terra_y#+2,z#
RenderWorld
Text 0,0,"Use cursor keys to move about the terrain"
; Output TerrainY value to screen
Text 0,40,"terrainx: "+terra_x#
Text 0,20,"TerrainY: "+terra_y#
Text 0,60,"Terrainz: "+terra_z#
Flip
Wend
End