Hey Ben

do try again with png in swf and use compression as jpg(set in library flash
IDE i mean), as i remember png got smaller size in same quality, btw must
use "save for web" in photoshop for png not just s"ave as" png

hth

2008/10/21 Ben <[EMAIL PROTECTED]>

>
> PNG are so much larger than JPGs, so I think PNGs won't be
> feasible.....I got an item database with almost 10k items....most with
> own mesh in male / female version. The 3ds File is almost 100k each
> and the JPG texture 100k again...a PNG would be like 500k I guess.
> Any idea what could be done otherwise?
> So is there no transparent color-keying at this moment?
> Do you think it would be hard to say to the renderer that he should
> omit drawing a pixel if it's of a certain color?
>
> On 20 Okt., 19:53, "Rob Bateman" <[EMAIL PROTECTED]> wrote:
> > Hey Ben
> >
> > have you tried using a transparent png for the texture? You should be
> able
> > to achieve the effect you want without any extra trickery - just have
> > transparency in your image from the start in place of the blue color and
> you
> > should be set!
> >
> > atb
> >
> > Rob
> >
> >
> >
> > On Mon, Oct 20, 2008 at 5:32 PM, Ben <[EMAIL PROTECTED]> wrote:
> >
> > > As you seem to be one of the main developer on this project:
> >
> > > Is there any color-keying option to make surfaces transparent? In my
> > > case blue is defined to be the "transparent color", so I'd like to
> > > omit the drawing there..
> > >http://www.nunduniel.kilu.de/viewer.php?id=3769173Here is an example
> >
> > > On 20 Okt., 04:11, "Rob Bateman" <[EMAIL PROTECTED]> wrote:
> > > > > So the Dot3BitmapMaterial information is only affected by the
> diffuse
> > > > > part of the light?
> >
> > > > i'm afraid so, the maths for resolving a specular component normal
> map is
> > > > currently not something i have the time to spend on!
> >
> > > > cheers
> >
> > > > Rob
> >
> > > > On Sat, Oct 18, 2008 at 4:11 PM, Ben <[EMAIL PROTECTED]> wrote:
> >
> > > > > So the Dot3BitmapMaterial information is only affected by the
> diffuse
> > > > > part of the light?
> >
> > > > > On 18 Okt., 17:01, "Peter Kapelyan" <[EMAIL PROTECTED]> wrote:
> > > > > > I don't think you can mix those two (normal + specular). If
> that's
> > > the
> > > > > case
> > > > > > there "might" be a way of mixing them by using a Composite
> material
> > > made
> > > > > of
> > > > > > two seperate materials, but that a hunch and it might not turn
> out as
> > > > > > expected...
> >
> > > > > > -Pete
> >
> > > > > > On Sat, Oct 18, 2008 at 9:27 AM, Ben <[EMAIL PROTECTED]>
> wrote:
> >
> > > > > > > I've got some a 3d Model which include a standard texture
> > > (diffuse), a
> > > > > > > normal map and a specular map.
> >
> > > > > > > Now I added some light to the scene.
> > > > > > > I used the Dot3BitmapMaterial, with the texture bitmap as first
> > > > > > > parameter and the normal map as the second as described in the
> > > > > > > documentation.
> >
> > > > > > > I noticed that I can't get some shiny effect on my mode, even
> > > though
> > > > > > > there is a shininess component and a specular coefficient.
> >
> > > > > > > I use a DirectionalLight3d, but have seen that only ambient and
> > > > > > > diffuse parts of the light are being considered...if I use the
> > > > > > > specular part, the whole model stays dark. With
> PhongBitmapmaterial
> > > is
> > > > > > > seems ok, but I can't include my normal map details and it
> looks
> > > kinda
> > > > > > > weird.
> >
> > > > > > > Any idea how I can get the normal map working with some
> shininess?
> > > > > > > Or do I just use the wrong material type?
> >
> > > > > > > Thanks
> >
> > > > > > --
> > > > > > ___________________
> >
> > > > > > Actionscript 3.0 Flash 3D Graphics Engine
> >
> > > > > > HTTP://AWAY3D.COM
> >
> > > > --
> > > > Rob Bateman
> > > > Flash Development & Consultancy
> >
> > > > [EMAIL PROTECTED]
> >
> > --
> > Rob Bateman
> > Flash Development & Consultancy
> >
> > [EMAIL PROTECTED]
>



-- 
katopz
http://www.sleepydesign.com

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