Es läuft im Compiler noch perfekt!

aber als .exe nicht mehr

Ich bedanke mich schon im voraus für eure Erklärungen
Die 3dArchive Datei:
www.buboot.kilu2.de/models.zip
Der Code:
Code: Alles auswählen
InitEngine3D()
Add3DArchive("models.zip",#PB_3DArchive_Zip)
InitSprite()
InitKeyboard()
InitMouse()
OpenScreen(1152,864,32,"GAME")
ider=CreateMaterial(2,LoadTexture(2,"terrain_texture.jpg"))
AddMaterialLayer(2, LoadTexture(3, "terrain_detail.jpg"),1)
CreateTerrain("terrain.png",MaterialID(2),1,1,1,4)
WorldShadows(#PB_Shadow_Modulative);Modulative
texid=LoadTexture(0,"Beton.jpg") ;256,256)
matid=CreateMaterial(0,texid) ;TextureID(0)
meshid=LoadMesh(1,"pilon.mesh")
CreateEntity(0,meshid,matid)
Fog(RGB(0,0,0),1,50,400)
EntityLocate(0,524,-50,384)
LoadTexture(1, "Beton1.jpg")
CreateMaterial(1, TextureID(1))
DisableMaterialLighting(1, 1)
MaterialBlendingMode (1, #PB_Material_Add)
CreateParticleEmitter(0, 10, 1, 1, #PB_Particle_Point) ;#PB_Particle_Box)
ParticleMaterial (0, MaterialID(1))
ParticleTimeToLive (0, 10, 11)
ParticleEmissionRate(0, 20)
ParticleSize (0, 30, 30)
ParticleColorRange (0, RGB(0,0,255), RGB(0,255,255))
ParticleVelocity (0, 1,10)
ParticleEmitterLocate(0,EntityX(0),EntityY(0),EntityZ(0))
CreateParticleEmitter(1, 10, 1, 1, #PB_Particle_Point) ;#PB_Particle_Box)
ParticleMaterial (1, MaterialID(1))
ParticleTimeToLive (1, 2, 2.5)
ParticleEmissionRate(1, 20)
ParticleSize (1, 30, 30)
ParticleColorRange (1, RGB(255,0,0), RGB(255,255,0))
ParticleVelocity (1, 1,10)
ParticleEmitterLocate(1,EntityX(0)+100,EntityY(0),EntityZ(0)+100)
CreateLight(0,RGB(0,200,255),ParticleEmitterX(0),ParticleEmitterY(0),ParticleEmitterZ(0))
CreateLight(1,RGB(255,100,0),ParticleEmitterX(1),ParticleEmitterY(1),ParticleEmitterZ(1))
MaterialSpecularColor(1,RGB(123,13,221))
CreateCamera(0, 0, 0, 50, 50) ; Front camera
CreateCamera(1, 0, 50, 50, 50) ; Back camera
CreateCamera(2, 50, 0, 50, 50) ; Front camera
CreateCamera(3, 50, 50, 50, 50) ; Back camera
CameraRenderMode(1,1)
CameraRenderMode(2,#PB_Camera_Plot)
CameraBackColor(3,RGB(255,255,255))
CameraFOV(0,45)
CameraFOV(1,45)
CameraFOV(2,20)
CameraFOV(3,45)
CameraLocate(0,520,0,300)
I=0
umgebung.s="boden"
AmbientColor(RGB(10,10,10))
Repeat
WindowEvent()
ClearScreen(0)
ExamineMouse()
ExamineKeyboard()
If KeyboardPushed(#PB_Key_Up)
If KeyboardPushed(#PB_Key_RightShift)
MoveCamera(0,0,0,-4)
Else
MoveCamera(0,0,0,-2)
EndIf
EndIf
If KeyboardPushed(#PB_Key_Down)
MoveCamera(0,0,0,2)
EndIf
If KeyboardPushed(#PB_Key_Left)
MoveCamera(0,-2,0,0)
EndIf
If KeyboardPushed(#PB_Key_Right)
MoveCamera(0,2,0,0)
EndIf
If KeyboardPushed(#PB_Key_Pad8)
MoveEntity(0,0,0,-2)
EndIf
If KeyboardPushed(#PB_Key_Pad5)
MoveEntity(0,0,0,2)
EndIf
If KeyboardPushed(#PB_Key_Pad4)
MoveEntity(0,-2,0,0)
EndIf
If KeyboardPushed(#PB_Key_Pad6)
MoveEntity(0,2,0,0)
EndIf
If KeyboardPushed(#PB_Key_S)
umgebung="luft"
EndIf
If KeyboardPushed(#PB_Key_W)
umgebung="wasser"
EndIf
If KeyboardPushed(#PB_Key_Space)
umgebung="sprung"
EndIf
If KeyboardPushed(#PB_Key_A)
umgebung="boden"
EndIf
RotateCamera(0,MouseDeltaX()/-3.5,MouseDeltaY()/-3.5,0)
RotateCamera(1,MouseDeltaX()/-3.5,MouseDeltaY()/-3.5,0)
RotateCamera(2,MouseDeltaX()/-3.5,MouseDeltaY()/-3.5,0)
RotateCamera(3,MouseDeltaX()/-3.5,MouseDeltaY()/-3.5,0)
Select umgebung
Case "boden"
Height.f = TerrainHeight(CameraX(0), CameraZ(0))+10
Case "sprung"
Height.f = TerrainHeight(CameraX(0), CameraZ(0))+10
Case "wasser"
Height.f = TerrainHeight(CameraX(0), CameraZ(0))+10
Case "luft"
Height.f = CameraY(0)
EndSelect
CameraLocate(0,CameraX(0),Height.f,CameraZ(0))
CameraLocate(1,CameraX(0),CameraY(0),CameraZ(0))
CameraLocate(2,CameraX(0),CameraY(0),CameraZ(0))
CameraLocate(3,CameraX(0),CameraY(0),CameraZ(0))
If I=3
LightLocate(0,ParticleEmitterX(0)+Random(10)-5,ParticleEmitterY(0)+500,ParticleEmitterZ(0)+Random(10)-5)
LightLocate(1,ParticleEmitterX(1)+Random(50)-25,ParticleEmitterY(1)+50,ParticleEmitterZ(1)+Random(50)-25)
I=0
Else
I+1
EndIf
RenderWorld()
StartDrawing(ScreenOutput())
DrawText(10,10,"S = Flugmodus")
DrawText(10,30,"D = Normal")
DrawText(10,50,"Rechts SHIFT = Laufen")
StopDrawing()
FlipBuffers()
Until KeyboardPushed(#PB_Key_Escape)