The mat_NM is already assigned when you attached the action SpinMe to the entity of your choice. You can also attach the DLight action to a dummy model if you like. Try:
Code:
////////////////////////////////////////////////////////////// // carlevel main.c: Load level,init physics, do camera control ////////////////////////////////////////////////////////////// #include <acknex.h> #include <default.c> #include "physics_car.c" // <--- that's where the magic happens #include "startup01.c" // splash screen #include "cg_add.c" // Czeslaw Gorski actions #include "NM.c" //////////////////////////////////////////////////////////////
var camera_arc=100; //////////////////////////////////////////////////////////////
function start_all(); function zoom_cam();
// global vars FONT* fontArial = "Arial#20b"; // truetype font ENTITY* pFocus; // camera will orbit around this entity var temp[3]; var temp2[3];
Note: copy/paste the relevant code from NM.c to main.c, or clean the NM.c script before including it to the mainscript of the carlevel demo.