I've installed version 152 yet. I think a bug has been filed...
On 2 oct, 14:58, Fabrice3D <[email protected]> wrote: > Have you try install latest 152 air? > thats often a reason why the apps doesn't install > > fabrice > > On Oct 2, 2009, at 2:49 PM, webattitude wrote: > > > > > The app you did is really awesome, using prefab would be great and > > would be definitely a great improvement in workflow, but unfortunately > > I cant install air apps... there seems to be a problem with recent > > x86_64 amd cpu and air installer... :( > > > thomas > > > On 2 oct, 13:26, Fabrice3D <[email protected]> wrote: > >>> I'm not sure about how to create/use normal maps > > >> you can do this the easy way now...www.closier.nl/prefab > > >> Fabrice > > >> On Oct 2, 2009, at 12:50 PM, webattitude wrote: > > >>> Thanks for explanation, Rob. > >>> The texture is quite simple : black color with no bitmap, no bump ; > >>> the only effect to be rendered is specular. So can the normal map > >>> be a > >>> single colored bitmap ? > > >>> I'm not sure about how to create/use normal maps : from a blender > >>> tutorial the created normal map seems to be function of camera > >>> orientation when high res object is rendered, but how to get a > >>> normal > >>> map to be applied to a real 3d object which will be viewed from > >>> everywhere around, ie not applied to a simple plane ? > >>> Please have a look at :http://www.web-attitude.fr/flash/webattitude.html > >>> (move the sheet if 3d object is not visible), collada doesnt load > >>> with > >>> x86_64 linux flashplayer, so please use 32bit plugin or standalone > >>> if > >>> you're using linux. > > >>> have a good day, > >>> thomas > > >>> On 12 sep, 00:54, Rob Bateman <[email protected]> wrote: > >>>> phongmaterial is slow when using an object made out of many meshes > >>>> and > >>>> triangles, because of the extra work being done by the material > >>>> layering > >>>> necessary to create the phong effect > > >>>> in contrast, the dot3bitmapmaterial in 3.3 uses no layers, so > >>>> should be a > >>>> lot faster by comparison. but this requires a normalmap which is an > >>>> encoding > >>>> of the surfaces normals of the object in a separate bitmap image. > >>>> this is > >>>> combined with the texture map to produce the lighting seen in the > >>>> mustang > >>>> demo. > > >>>> explaining normal maps is probably not something easily done in a > >>>> single > >>>> mail, but any 3d game designer worth his salt should be able to > >>>> produce them > >>>> using modeling software. you could also check out our > >>>> NormalMapGenerator > >>>> class in materials.utils, that can create a normalmap image from > >>>> existing > >>>> geometry and a heightmap texture > > >>>> hth! > > >>>> Rob > > >>>> On Tue, Sep 1, 2009 at 10:43 PM, webattitude > >>>> <[email protected]> wrote: > > >>>>> Arent there so much hight fps examples with reflections, speculars > >>>>> or > >>>>> so... ? > >>>>> The rendered object I use is yet simple and small in animation (a > >>>>> hundred pixels wide). > >>>>> BTW, what is the dot3bitmapmaterial used in mustang demo (http:// > > >>>>>www.infiniteturtles.co.uk/projects/away3d/demos/NormalmappedMustang/A > >>>>> ... > >>>>> ) > >>>>> ? angles are smooth there... > > >>>>> --- > >>>>> thomas > > >>>>> On 28 août, 16:32, Peter Kapelyan <[email protected]> wrote: > >>>>>> The fps you are getting sound "about" right with dynamic shading. > >>>>>> Did you > >>>>>> try the Cache materials? It's the same material just "Cache" at > >>>>>> the end, > >>>>> it > >>>>>> only renders once, so all the power is given back to the engine > >>>>>> to render > >>>>>> your 3,000+ faces without lights. > > >>>>>> -Pete > > >>>>>> On Fri, Aug 28, 2009 at 9:12 AM, webattitude > >>>>>> <[email protected]> > >>>>> wrote: > > >>>>>>> Furthermore the file is zipped and embedded in swf. > >>>>>>> Also, the standalone flashplayers work fine but not iceweasel > >>>>>>> x86_64 > >>>>>>> plugin which is stucked at parsing. > > >>>>>>> --- > >>>>>>> thomas > > >>>>>>> On 28 août, 14:21, webattitude <[email protected]> wrote: > >>>>>>>> Hi, > > >>>>>>>> I've created and bones-animated a 3d object with blender > >>>>>>>> (3080 T > >>>>>>>> elements from a3d stats). I'm using a3d 3.3 and I've imported > >>>>>>>> the > >>>>>>>> collada file into a simple app. Then I've added a phong > >>>>>>>> material. I > >>>>>>>> use an enterframe handler to animate the object : > >>>>>>>> "animation.update > >>>>>>>> (timestamp/1000);". > >>>>>>>> The animation runs at 4fps max with a debug swf or 8fps with > >>>>>>>> release > >>>>>>>> build. > >>>>>>>> With a shadingColorMaterial fps goes up to 6fps and 14fps. > >>>>>>>> Are such low fps expectable ? If so why ? flashplayers I use > >>>>>>>> are > >>>>> linux > >>>>>>>> versions. > > >>>>>>>> --- > >>>>>>>> thomas > > >>>>>> -- > >>>>>> ___________________ > > >>>>>> Actionscript 3.0 Flash 3D Graphics Engine > > >>>>>> HTTP://AWAY3D.COM > > >>>> -- > >>>> Rob Bateman > >>>> Flash Development & Consultancy > > >>>> [email protected]
