Because of inner doubt of you actually reading game comments i will post the manual here.
Obj_c1-5:These are the floor pieces for the camera to switch upon i.e. (obj_player collision with obj_c1) = obj_camera.camera=1
Obj_camera and its variables:
camera=1 *This is the camera you will be using
var1-var9 are the arguments (i.e. d3d_draw_cylinder(x-4,y-4,z x-4 is argument0 y-4 is argument1) for d3d_set_projection. in this case those arguments are:
xfrom=is the x position of the camera
yfrom=is the y position of the camera
zfrom=etc. z position
xto=the x the camera will face i.e. if the camera is at x,y position 32,32 and you want the camera to face 48,48 xto would equal 16 because the difference between 32 and 48 is 16.
yto=same as xto but y positions
zto=same as xto but z positions
xup=the rotation of the camera i would say i am not 100%
yup and zup are the same just play with them and have your personal conclusion.
that is everything that d3d_set_projection does, so knowing that all this engine does is have 5 different projections and when obj_player collides with a different obj_c the projection changes to another view.
if that was too hard to understand try examining the fps tutorial alone and take it apart until you got it down around 80% correct.
Ok this is a rather complicated example of putting a 3d model into Game Maker it turned out pretty well. This example is only to show how to put a 3d cacodemon into Game Maker not how to model one so i spent more time on coding then modeling so please don't criticize the model.
also keep in mind this is basic there is no A.I. set for the monsters this was strictly showing how to put a 3d model into game maker as a monster instead of a picture
Download fps.zip you need to un zip it for it to work
Edited by briantrlov, 28 November 2009 - 04:55 PM.