Sorry mate .. is this what you mean?
Graphics3D 640,480,16,1
Global LIGHT = CreateLight()
Global PLANE = CreatePlane()
EntityColor PLANE, 200,100,100
texture = CreateTexture( 32, 32 )
SetBuffer TextureBuffer( texture )
For y = 0 To 1
For x = 0 To 1
Color 100, 150+25*( ( x+y) Mod 2 ) , 100
Rect x*16,y*16,16,16,1
Next
Next
SetBuffer BackBuffer()
ScaleTexture texture, 50,50
EntityTexture PLANE, texture
FreeTexture texture
Global CUBE = CreateCube() : FitMesh CUBE, -2,0,-2,4,10,4
Tmp = CreateCube() : FitMesh Tmp, -1,7,2,2,2,2 : AddMesh Tmp, CUBE : FreeEntity Tmp
Global TARGET = CreatePivot()
Global CAMERApivot = CreatePivot()
Global CAMERA = CreateCamera( CAMERApivot )
PositionEntity CAMERA, 0,50,-50
PointEntity CAMERA , CAMERApivot
While Not KeyDown(1)
PositionEntity CAMERApivot , EntityX( CUBE ) , 0, EntityZ( CUBE )
TurnEntity CAMERApivot, 0 , KeyDown(31) - KeyDown(30) , 0
;move relative to camera
Mx# = KeyDown(205) - KeyDown(203)
Mz# = KeyDown(200) - KeyDown(208 )
If Mx <> 0 Or Mz <> 0
;move relative to camera
TFormVector Mx, 0, Mz , CAMERApivot , 0
TranslateEntity CUBE, TFormedX(), 0, TFormedZ()
;turn relative to movement
PositionEntity TARGET, EntityX( CUBE ) + TFormedX() , 0, EntityZ( CUBE ) + TFormedZ()
TurnEntity CUBE, 0 , DeltaYaw( CUBE, TARGET ) * .25, 0
EndIf
RenderWorld()
Flip
Wend
Stevie