| So, here is a problem I am having and am in hopes someone has an answer :) 
 Suppose my terrain is "Y" shaped, and I want gems to populate it using the code below.
 
 
 
gem = CreateSprite()
SpriteViewMode gem,4
gemt=LoadTexture("gem.tga",2)
ScaleSprite gem,5,2.25
EntityTexture gem, gemt
EntityFX gem,4
HideEntity gem
EntityPickMode terrain,2
For gem_loop = 1 To 4000
  ccx# = Rand(-110,500) 
  ccz# = Rand(-110,390)
  cccopy = CopyEntity( gem )
LinePick ccx, 20, ccz, 0,-9000,0
  PositionEntity cccopy, ccx,PickedY()+1.5, ccz
Next 
EntityPickMode terrain,0
 Now, the code puts gems wonderfully across the "Y" shape, but it ALSO puts
 gems in the "empty" parts of the "Y". How do I keep it from creating floating gems in the empty part of the "Y" shape, and ONLY putting gems on the "Y" mesh itself using the code above?
 
 
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