Something else you could consider is doing a little post-processing on
your JPG files - once you've got the JPG loaded, you could get at the
BitmapData and use copyChannels to copy the blue channel into the
alpha channel, thusly:

var tmpBmp = [jpg bitmapdata];
tmpBmp.copyChannel( tmpBmp, tmpBmp.rect, tmpBmp.rect.topLeft,
BitmapDataChannel.BLUE, BitmapDataChannel.ALPHA);

Voila! Blue == transparent without having to export lots of new PNG
files. It might be a little noisy, but that's an artifact of jpeg
compression you'd encounter anywhere you were trying to do something
like this.

h.

2008/10/21 katopz <[EMAIL PROTECTED]>:
> 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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