why would they be nulled?
you want to see your map right?
if you do not see your map, its because its not in default images map
that should be next to awd file,
use the sourcepath handler of the AWData parser before load or parse
Fabrice
On Nov 19, 2009, at 4:57 PM, wsvdmeer wrote:
Hey Fabrice,
What happens to the bitmapmaterial and bitmapdata after loading?
Are the objects null'ed for garbage collection?
On 19 nov, 11:56, Fabrice3D <[email protected]> wrote:
Nice to hear you're back on track
What kind of benefits does this fileformat have apart from the
filesize (38kb to 8kb!)?
- small file size (as you can see in your case)
Note that it's not allways the case for md2 and 3ds at this stage,
But my latest researches on compressions methods might bring some
changes to this :)
- dragdrop reedit support in Prefab
- Implementation
You choose the way you load the data in your project,
that is from url as you use to do for external 3d files, from
database, embedded in your project class...
the small size makes it ideal for project where many files need to be
loaded runtime.
- cross engine versions and types
you can reuse same file for away3d f9, f10 and Away3DLite. This is
not
true for as3 format.
The idea is to allow to allow the same file to be loaded in future
version of the Away3D suite with no need to reexport
to a specific engine version, making an upgrade to a new engine
version easyer if you have lots of models involved.
svn was updated last nite
and next Prefab update will of course have the fix as well.
Fabrice
On Nov 19, 2009, at 8:54 AM, wsvdmeer wrote:
Hey Fabrice
That did the trick:)
Thank you very much for your help.
What kind of benefits does this fileformat have apart from the
filesize (38kb to 8kb!)?
On 18 nov, 21:31, Fabrice3D <[email protected]> wrote:
Hi wsvdmeer,
Sorry I couldn't get back to you earlyer
found the issue,
and you can fix in a sec :)
open the file with a text editor and search this line
is outputed as
#t:mesh#o
while should be
#t:mesh
#o
this means a return is forgotten in case of single meshes in the
generator
I'll fix the svn asap.
So you just have to add that return by hand to make your file work
Unfortunaly due to the many many internal changes and new
features in
both away and Prefab, I'm not in state of
releasing a patch for Prefab before a few days.
Fabrice
On Nov 18, 2009, at 11:51 AM, wsvdmeer wrote:
Hey Fabrice did you find the problem with my model?
On 17 nov, 17:27, wsvdmeer <[email protected]> wrote:
Thanks very much for the help i to am very familiar with the
"work
over my head" problem :P
On 17 nov, 17:02, Fabrice3D <[email protected]> wrote:
thx, I have work over my head, but will try tonite
Fabrice
On Nov 17, 2009, at 4:51 PM, wsvdmeer wrote:
Hm it does have to do with the model i loaded/dropped the
file in
prefab and nothing happend.
I've put up the files here : labs.speak.nl/3d/away3d/demo19/
model.rar
It also contains the original .md2 and texture.
On 17 nov, 16:45, Fabrice3D <[email protected]> wrote:
if you drop the awd back in prefab, do you see the model or
not?
otherwize if possible, send me the awd file so I can
reproduce/
test
and eventually fix
It might be some incompatibilty with the new loaders and the
previous
exports.
but can't say for sure before I can study the output.
Fabrice
On Nov 17, 2009, at 4:19 PM, wsvdmeer wrote:
Oke updated everything to the latest fp10 version.
The previous problems are resolved but i am getting a new
error :
[Fault] exception, information=TypeError: Error #1010: Een
term
is
ongedefinieerd en heeft geen eigenschappen.
Fault, AWData.as:142
[Fault] exception, information=TypeError: Error #1009: Kan
geen
eigenschap of methode benaderen via een verwijzing naar een
object
dat
null is.
Fault, notifySuccess() at Loader3D.as:139
It has to do with this line:
objs[id].geo = geos[id];
I'm using the following code to load the model:
var loader:Loader3D = new Loader3D();
loader.addOnSuccess(onLoaderSuccess);
var awd:AWData = new AWData()
loader.loadGeometry("../assets/models/model.awd", awd);
On 17 nov, 15:39, Fabrice3D <[email protected]> wrote:
just tried on latest trunk and I have no issues
make sure you have updated the whole package
AWData F9 is untested yet, will try later on.
Fabrice
On Nov 17, 2009, at 3:09 PM, wsvdmeer wrote:
Hey Fabrice i'm on fp10 and i'm using the class from :
http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/a
...
As you can see on line 233 it says "_container" instead of
"container"
I now tested with :
var loader:Loader3D = new Loader3D();
loader.addOnSuccess(onLoaderSuccess);
var awd: AWData = new AWData();
loader.loadGeometry("../assets/models/model.awd", awd);
With the same result and errors:(
"Ik woon in Nederland bijna half mijn leven, dus benk toch
een
beetje
Nederlander.
Zeg maar de crunchy mix of kaas en brood :)"
Ik ben een Fries dus ben zelf ook een halve Nederlander :D
On 17 nov, 14:51, Fabrice3D <[email protected]> wrote:
oh you are on f9?
if not let me know, makes me think I have probably updated
only
f10
and not f9 for this...
look at example in first respons, there are 2 ways to load
one if you require no access to something and just want to
addchild
the other one allows access to parsers setters/methods etc
before
you
actually load anything
and would be handy to be able to read the errors...
sorry thought you were dutch my bad :)
Ik woon in Nederland bijna half mijn leven, dus benk toch
een
beetje
Nederlander.
Zeg maar de crunchy mix of kaas en brood :)
Fabrice
On Nov 17, 2009, at 2:38 PM, wsvdmeer wrote:
Hey Fabrice, sorry thought you were dutch my bad :)
I'm using the following code to load the model:
var loader:Loader3D = new Loader3D();
loader = AWData.load("../assets/models/model.awd");
loader.addOnSuccess(onLoaderSuccess);
Changed _container in AWData to container i think this
is a
typo
cause
the variable is not declaired anywhere.
Doing this i got rid of one of the errors but im still
getting
the
static function errors:S
On 17 nov, 14:01, Fabrice3D <[email protected]> wrote:
I'm not dutch, I'm french but I indeed speak this
strange
language :)
Het probleem is simpel: je zet je parse methode op de
Loader
object,
terwijl het moet op de AWData object zijn.
Fabrice
On Nov 17, 2009, at 12:58 PM, wsvdmeer wrote:
Hey Fabrice thanks for the help:)
I'm still having problems getting it to work.
I've build my project in Flashdevelop and i'm getting
the
following
errors with the static function parse/load and the
variable
_container:
(I'm to lazy to translate it and i know your dutch :P)
\src\away3d\loaders\AWData.as(299): col: 29 Error:
Aanroep van
een
mogelijk niet-gedefinieerde methode parse via een
verwijzing
van
het
type 'static' Class.
return Loader3D.parse(data, AWData, init).handle;
^
\src\away3d\loaders\AWData.as(317): col: 29 Error:
Aanroep van
een
mogelijk niet-gedefinieerde methode load via een
verwijzing
van
het
type 'static' Class.
return Loader3D.load(url, AWData, init);
^
\src\away3d\loaders\AWData.as(233): col: 25 Error:
Gebruik van
niet-
gedefinieerde eigenschap _container.
_container = isMesh? mesh : aC[0];
^
On 17 nov, 12:14, Fabrice3D <[email protected]>
wrote:
Hi wsvdmeer,
Its very easy and is very similar to other loading
processes.
first you need to import like for any other loaders
the
AWData
class
import away3d.loaders.AWData;
via loaders
var loader:Loader3D;
loader = AWData.load(file_url);
loader.addOnSuccess(onLoaderSuccess);
loader.addOnError(onLoaderError);
or
var loader:Loader3D = new Loader3D();
loader.addOnSuccess(onLoaderSuccess);
var awd: AWData = new AWData();
loader.loadGeometry(file_url, awd);
private function onLoaderSuccess(e:Loader3DEvent):void
{
this.object3d = e.loader.handle;
view.scene.addChild(this.object3d);
// note: the use of this is optional here, it
just
...
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