Awesome.  I'll be able to adapt and use this code in my game. Thanks

Nagy József <[EMAIL PROTECTED]> wrote: I used this code to load new levels:


bool cimGame::LoadMap (const char* mapname)
{
    //Delete the engine's content.
    engine->DeleteAll();

    // Set VFS current directory to the level we want to load.

    csRef<iVFS> VFS (CS_QUERY_REGISTRY (GetObjectRegistry (), iVFS));
    VFS->ChDir (mapname);
    // Load the level file which is called 'world'.
    if (!loader->LoadMapFile ("world"))

        ReportError("Error couldn't load level!");

    // Initialize collision objects for all loaded objects.
    csColliderHelper::InitializeCollisionWrappers (cdsys, engine);
  
    // Let the engine prepare all lightmaps for use and also free all images 

    // that were loaded for the texture manager.
    engine->Prepare ();

    // Find the starting position in this level.
    csVector3 pos (0);
    if (engine->GetCameraPositions ()->GetCount () > 0)

    {
        // There is a valid starting position defined in the level file.
        iCameraPosition* campos = engine->GetCameraPositions ()->Get (0);
        room = engine->GetSectors ()->FindByName (campos->GetSector ());

        pos = campos->GetPosition ();
    }
    else
    {
        // We didn't find a valid starting position. So we default
        // to going to room called 'room' at position (0,0,0).

        room = engine->GetSectors ()->FindByName ("room");
        pos = csVector3 (0, 0, 0);
    }
    if (!room)
        ReportError("Can't find a valid starting position!");


    // Now we need to position the camera in our world.
    view->GetCamera ()->SetSector (room);
    view->GetCamera ()->GetTransform ().SetOrigin (pos);

    // Initialize our collider actor.

    collider_actor.SetCollideSystem (cdsys);
    collider_actor.SetEngine (engine);
    csVector3 legs (.2f, .3f, .2f);
    csVector3 body (.2f, 1.2f, .2f);
    csVector3 shift (0, -1, 0);
    collider_actor.InitializeColliders (view->GetCamera (),

   legs, body, shift);

    return true;
}


2007/5/28, Jim Sager <[EMAIL PROTECTED]>: Using the application simpmap, I 
would like to be able to hit the downarrow key and unload "flarge", and load up 
"castle"

I tried the code:
    if (kbd->GetKeyState (CSKEY_DOWN))
 {
  csRef<iVFS> VFS (CS_QUERY_REGISTRY (GetObjectRegistry (), iVFS));
 VFS->ChDir ("/lev/castle");
loader->LoadMapFile ("world");
}
 

   Also is there a way to unload "EVERYTHING" in the engine and start from 
scratch? 
Yes, use the IEngine->DeleteAll() function.
 

  If not, I'll have to take careful measure to deallocate all the memory before 
loading the new world.

,CrazyJim
        

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