Hey Fabrice,

Sorry for my late response, it did have to do with the scale, rotation
and position of my models. Problem is that it's a lot of work to
rescale all the objects in milkshape import them to prefab and export
them to AWD. So the merge class works as it should but i cannot use it
on the models i'm using. Would you advise to rescale all the objects
before importing them in away3d? I'm considering to split up the scene
in 3 parts to enhance performance but it would be great to walk
through the whole scene.  By the way any advise is welcome :D.




On 8 dec, 22:38, Fabrice3D <[email protected]> wrote:
> btw, you do not mention if the original problem is now solved... is it?
>
> Fabrice
> On Dec 8, 2009, at 10:28 PM, wsvdmeer wrote:
>
>
>
> > Hey Fabrice,
>
> > Is there a way to do the scaling in prefab so that the bounderies
> > arren't that huge?
> > And can i build parts of the scene up in prefab resulting in less
> > "loose" models , and if so does this increase performance?
>
> > On 8 dec, 14:40, Fabrice3D <[email protected]> wrote:
> >> Hey wsvdmeer,
> >> I have updated the class & updated the svn.
> >> The update resolves the geometrical artefact and code was in need of
> >> an update anyway.
> >> I have just done a series of tests using this latest update and
> >> everything seams working just fine.
>
> >> Now looking at your awd files and your xml definition, the first
> >> thing that might clarify your problem, is the scale/position
>
> >> if I look in Prefab at eddydejong.awd, it's having bounderies of  
> >> width
> >> 25000, height 16000, depth 11000
> >> now, the position of this one is at 120, 80, 1470.
>
> >> now you want to merge this model with lets say etos.awd
> >> etos bounds are width 15590, height 12000 and 7672 for depth
> >> its position is 100, 60, 1290
>
> >> Looking at this data, it explains clearly your problem... they simply
> >> overlap each other, with or without Merge in the game.
> >> if you have rescaled in Prefab prior to export, just multiply by same
> >> factor the xml position data and you should be ok.
>
> >> Fabrice
>
> >> On Dec 8, 2009, at 1:46 PM, wsvdmeer wrote:
>
> >>> Hey Fabrice,
>
> >>> Did you have time looking at my problem?
>
> >>> On 7 dec, 16:19, wsvdmeer <[email protected]> wrote:
> >>>> Hey Fabrice,
>
> >>>> I added 3 models here :http://labs.speak.nl/3d/away3d/models/models.rar
> >>>> The positions can be found here:
>
> >>>> <model>
> >>>>                 <file>../assets/models/eddydejong/eddydejong.awd</
> >>>> file>
> >>>>                 <texture>../assets/models/eddydejong/</texture>
> >>>>                 <name>Bakker Eddy de Jong</name>
> >>>>                 <xposition>120</xposition>
> >>>>                 <yposition>80</yposition>
> >>>>                 <zposition>-1470</zposition>
> >>>>                 <xrotation>0</xrotation>
> >>>>                 <yrotation>90</yrotation>
> >>>>                 <zrotation>0</zrotation>
> >>>>                 <scale>0.01</scale>
> >>>>         </model>
> >>>>         <model>
> >>>>                 <file>../assets/models/etos/etos.awd</file>
> >>>>                 <texture>../assets/models/etos/</texture>
> >>>>                 <name>Etos</name>
> >>>>                 <xposition>100</xposition>
> >>>>                 <yposition>60</yposition>
> >>>>                 <zposition>-1290</zposition>
> >>>>                 <xrotation>0</xrotation>
> >>>>                 <yrotation>95</yrotation>
> >>>>                 <zrotation>0</zrotation>
> >>>>                 <scale>0.01</scale>
> >>>>         </model>
> >>>>         <model>
> >>>>                 <file>../assets/models/pearle/pearle.awd</file>
> >>>>                 <texture>../assets/models/pearle/</texture>
> >>>>                 <name>Pearle</name>
> >>>>                 <xposition>140</xposition>
> >>>>                 <yposition>71</yposition>
> >>>>                 <zposition>-1155</zposition>
> >>>>                 <xrotation>0</xrotation>
> >>>>                 <yrotation>102</yrotation>
> >>>>                 <zrotation>0</zrotation>
> >>>>                 <scale>0.01</scale>
> >>>>         </model>
>
> >>>> On 7 dec, 15:08, Fabrice3D <[email protected]> wrote:
>
> >>>>> Are you sure your models are perfectly centered?
> >>>>> otherwijze send me offline max 3 of them + the position you give
> >>>>> them
> >>>>> in worldspace,
> >>>>> I'll make a test here.
>
> >>>>> Fabrice
>
> >>>>> On Dec 7, 2009, at 2:21 PM, wsvdmeer wrote:
>
> >>>>>> I all ready place the objects first and call the mergeHouses
> >>>>>> function
> >>>>>> after all the objects are loaded and placed.
> >>>>>> When setting the useobjectSpace parameter to false the following
> >>>>>> happens:
>
> >>>>>>http://labs.speak.nl/3d/away3d/example3.jpg
>
> >>>>>> On 7 dec, 14:17, wsvdmeer <[email protected]> wrote:
> >>>>>>> Oke changed the loop to :
>
> >>>>>>> private function mergeHouses():void {
> >>>>>>>     var arr:Array = getHouses()
> >>>>>>>     var merge:Merge = new Merge(true,false, false);
> >>>>>>>     var length:int = arr.length
> >>>>>>>     for (var i:int = 1; i <length ;++i ) {
> >>>>>>>         merge.apply(arr[0], arr[i])
> >>>>>>>         scene.removeChild(arr[i])
> >>>>>>>         trace("merge house0 + house" + i);
> >>>>>>>         if (i == length - 1) {
> >>>>>>>             trace("merging complete")
> >>>>>>>         }
> >>>>>>>     }
>
> >>>>>>> }
>
> >>>>>>> And only loaded a few houses on the rightside of the scene.
>
> >>>>>>> The result was the same:
>
> >>>>>>>http://labs.speak.nl/3d/away3d/example2.jpg
>
> >>>>>>> On 7 dec, 13:55, Fabrice3D <[email protected]> wrote:
>
> >>>>>>>> The loop
> >>>>>>>> No need to make new Merge instance each iteration
> >>>>>>>> place this line above loop start
>
> >>>>>>>>> var merge:Merge = new Merge(true,false, false);
>
> >>>>>>>> start at loop at 1, since arr[0] is receiver
> >>>>>>>> then no need for a check on 0 iterration
>
> >>>>>>>> The merge
> >>>>>>>> the issue is a simple offset ScenePosition going wrong, may be
> >>>>>>>> simply
> >>>>>>>> because there is no position set on the models
> >>>>>>>> before the merge, and since you pass first param as use
> >>>>>>>> ObjectSpace,
> >>>>>>>> only own offsets in geometry are used
>
> >>>>>>>> Try set the positions before merge and then set  
> >>>>>>>> useobjectSpace to
> >>>>>>>> false (first param), since you want world coordinates.
>
> >>>>>>>> Fabrice
>
> >>>>>>>> On Dec 7, 2009, at 1:24 PM, wsvdmeer wrote:
>
> >>>>>>>>> Hey Fabrice,
>
> >>>>>>>>> I've tested it like followed:
> >>>>>>>>> I first load and place all the models in the scene.
> >>>>>>>>> After all the models are loaded i use the following
> >>>>>>>>> function(s) to
> >>>>>>>>> weld stuff together:
>
> >>>>>>>>> private function getHouses():Array {
> >>>>>>>>>    var children:Array = scene.children
> >>>>>>>>>    var array:Array = []
> >>>>>>>>>    var length:int = children.length
> >>>>>>>>>    for (var i:int = 0; i < length ; ++i) {
> >>>>>>>>>    var child:Object3D = children[i]
> >>>>>>>>>    var name:String = child.name
> >>>>>>>>>    if (name == "house" ) {
> >>>>>>>>>       array.push(child);
> >>>>>>>>>    }
> >>>>>>>>>    }
> >>>>>>>>>    return array
> >>>>>>>>> }
>
> >>>>>>>>> private function mergeHouses():void {
> >>>>>>>>>    var arr:Array = getHouses()
> >>>>>>>>>    var length:int = arr.length
> >>>>>>>>>    for (var i:int = 0; i <length ;++i ) {
> >>>>>>>>>        var merge:Merge = new Merge(true,false, false);
> >>>>>>>>>        if (i == 0) {
> >>>>>>>>>        }else{
> >>>>>>>>>        merge.apply(arr[0], arr[i])
> >>>>>>>>>        scene.removeChild(arr[i])
> >>>>>>>>>        trace("merge house0 + house" + i);
> >>>>>>>>>    }
> >>>>>>>>>    if (i == length - 1) {
> >>>>>>>>>        trace("merging complete")
> >>>>>>>>>    }
> >>>>>>>>>    }
> >>>>>>>>> }
>
> >>>>>>>>> After the welding is complete the x,y,z rotations, positions  
> >>>>>>>>> and
> >>>>>>>>> scales are all based uppon the first house's scale position  
> >>>>>>>>> etc.
>
> >>>>>>>>>http://labs.speak.nl/3d/away3d/example.jpg
>
> >>>>>>>>> On 7 dec, 12:14, Fabrice3D <[email protected]> wrote:
> >>>>>>>>>> Can you extend a bit more on the definition of "skewed up"?
> >>>>>>>>>> url, jpg's?
>
> >>>>>>>>>> I also assume you do use latest trunk version (Merge class  
> >>>>>>>>>> was
> >>>>>>>>>> updated
> >>>>>>>>>> recently)
>
> >>>>>>>>>> Fabrice
>
> >>>>>>>>>> On Dec 7, 2009, at 10:36 AM, wsvdmeer wrote:
>
> >>>>>>>>>>> Hey Fabrice,
>
> >>>>>>>>>>> If i use the merge class the end model is all screwed up.
>
> >>>>>>>>>>> On 4 dec, 10:47, Fabrice3D <[email protected]> wrote:
> >>>>>>>>>>>>> I didn't have much luck with the MergeClass though!
>
> >>>>>>>>>>>> what is the issue?
>
> >>>>>>>>>>>> works exactly like Weld class
>
> >>>>>>>>>>>> merge = new Merge
> >>>>>>>>>>>> merge.apply(recievermesh, tobemergedmesh);
>
> >>>>>>>>>>>> of course, you need not to addchild the "tobemergedmesh",
> >>>>>>>>>>>> instead
> >>>>>>>>>>>> you
> >>>>>>>>>>>> need to destroy it
> >>>>>>>>>>>> or keep for other purposes depending on what you want to do
> >>>>>>>>>>>> later
> >>>>>>>>>>>> on.
>
> >>>>>>>>>>>> Fabrice
>
> >>>>>>>>>>>> On Dec 3, 2009, at 1:36 PM, colouredfunk wrote:
>
> >>>>>>>>>>>>> Hey Wsvdmeer!
>
> >>>>>>>>>>>>> I'm having the same troubles, I fill my room walls with
> >>>>>>>>>>>>> paintings,
> >>>>>>>>>>>>> which massively kills the frame rate.
>
> >>>>>>>>>>>>> Have you checked out the weld class? Might help on some of
> >>>>>>>>>>>>> the
> >>>>>>>>>>>>> imported 3d stuff. It helped kill some vertexes for me...
>
> >>>>>>>>>>>>> for each (var child:Object3D in room.children)
> >>>>>>>>>>>>> {
> >>>>>>>>>>>>> var weld:Weld = new Weld()
> >>>>>>>>>>>>> weld.apply(child)
> >>>>>>>>>>>>> }
>
> >>>>>>>>>>>>> It's quite cool as you can also see how many got
> >>>>>>>>>>>>> delete...trace
> >>>>>>>>>>>>> (weld.countvertices)
>
> >>>>>>>>>>>>> I didn't have much luck with the MergeClass though!
>
> >>>>>>>>>>>>> Good luck!
>
> >>>>>>>>>>>>> On Dec 3, 12:07 pm, jimalliban <[email protected]>
> >>>>>>>>>>>>> wrote:
> >>>>>>>>>>>>>> Hi wsvdmeer
>
> >>>>>>>>>>>>>> I just read a nifty trick the other day when  
> >>>>>>>>>>>>>> investigating
> >>>>>>>>>>>>>> lighting
> >>>>>>>>>>>>>> here:
>
> >>>>>>>>>>>>>>http://www.everydayflash.com/blog/index.php/2008/04/26/light-
> >>>>>>>>>>>>>> shading-...
>
> >>>>>>>>>>>>>> If you set the stage.quality to StageQuality.LOW you can
> >>>>>>>>>>>>>> gain an
> >>>>>>>>>>>>>> extra
> >>>>>>>>>>>>>> few fps. This doesn't have any effect on the render
> >>>>>>>>>>>>>> quality.
>
> >>>>>>>>>>>>>> Jim
>
> >>>>>>>>>>>>>> On Dec 3, 9:36 am, wsvdmeer
>
> ...
>
> meer lezen »

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