as you can see, the menu works now in Windows, thx to joshua's tip :)

http://www.closier.nl/playground/prefab/prefab_vista.jpg
http://www.closier.nl/playground/prefab/prefab_xp.jpg

Fabrice


On Jan 20, 2010, at 11:24 AM, colouredfunk wrote:

> Great thanks Fabrice!!
> 
> http://www.funkyjunk.me.uk/ImagesForExternals/roomD.zip
> 
> On Jan 18, 11:13 am, Fabrice3D <[email protected]> wrote:
>> Already busy implementing...
>> 
>>>  think it would be fine if it attached to the scene window.
>> 
>> The idea is to make the app as good/seamless as possible on both platform.
>> 
>> Fabrice
>> On Jan 18, 2010, at 12:01 PM, Joshua Granick wrote:
>> 
>> 
>> 
>>> Yeah, I think it will be great! The temp MovieClip solution would stack 
>>> underneath other windows sometimes, making it hard to get to the menu. I 
>>> think it would be fine if it attached to the scene window.
>> 
>>> Thanks Fabrice :)
>> 
>>> On Mon, 18 Jan 2010 02:51:32 -0800, Fabrice3D <[email protected]> wrote:
>> 
>>>> I'm gonna try that thx a lot!
>>>> Reading at info and doc, it seams that what I want doesn't work on Windows 
>>>> anyway.
>>>> According to this code, the menus are added to a floating Window, not the 
>>>> menubar as on the mac.
>> 
>>>> But since the mainscene stays on screen, looks like this gonna be way 
>>>> better on Windows than the actual tmp solution.
>> 
>>>> Its gonna be added next release,
>>>> thx again for the tip Joshua!
>> 
>>>> Fabrice
>> 
>>>> On Jan 18, 2010, at 11:19 AM, Joshua Granick wrote:
>> 
>>>>> Hey Fabrice,
>> 
>>>>> Is this similar to what you are currently using for your menus?
>> 
>>>>> http://help.adobe.com/en_US/FlashPlatform/develop/actionscript/3/WS5b...
>> 
>>>>> The documentation says that this should apply to both Windows and OS X. 
>>>>> Perhaps Windows needs the default system chrome in order to display the 
>>>>> menus correctly?
>> 
>>>>> On Mon, 18 Jan 2010 02:12:09 -0800, Fabrice3D <[email protected]> wrote:
>> 
>>>>>> Yes, if you send me your files over, I can try figure out what is going 
>>>>>> wrong
>>>>>> note that I have loads of work, so do not expect a respons in the hour. 
>>>>>> :)
>> 
>>>>>> Also I found out thx to a user, that whenPrefabruns on windows that the 
>>>>>> menus are not same as on mac, therefor the update option
>>>>>> may not be available depending on version. This issue has been fixed for 
>>>>>> next release.
>>>>>> The latest available is 1.109, if the version is not this one, go 
>>>>>> towww.closier.nl/prefaband download/install again.
>> 
>>>>>> Which brings me to the following:
>>>>>> For Windows, I do have a tmp solution (an extra layer using movieclip is 
>>>>>> added to the interface) in order to mimic the system os menu like on the 
>>>>>> mac version.
>>>>>> Does someone knows how to fill the 0S menu on windows using AIR 1.5?
>>>>>> So far I've failed at finding doc/info on this. So if one of you has a 
>>>>>> hint, please drop me a mail. thx.
>> 
>>>>>> Fabrice
>> 
>>>>>> On Jan 18, 2010, at 9:17 AM, colouredfunk wrote:
>> 
>>>>>>> "Are you sure you run the latestPrefab? (check update btn) I recall
>>>>>>> fixing a bug similar to this in earlyer versions...
>>>>>>> If this is the case, it would be extremly handy for me to get a model
>>>>>>> + your flow to try reproduce if indeed the
>>>>>>> export/reimport fails (offline) " - Shall I email the files over?
>> 
>>>>>>> On Jan 16, 2:25 pm, Fabrice3D <[email protected]> wrote:
>>>>>>>>> Is it cool to email the files over?
>> 
>>>>>>>> All the files you need are in trunk. How cool is that?? :))
>>>>>>>> if you want do same asPrefab, just rename meshes so that they are 
>>>>>>>> unique and not null, ensure meshes materials are applied at mesh level 
>>>>>>>> instead
>>>>>>>> of faces.
>> 
>>>>>>>> Considering the fact that this override do fix your issues, this means 
>>>>>>>> that you have probably meshes with muliple materials
>>>>>>>> or that you have meshes/materials in your file using same id's. So 
>>>>>>>> looking/fixing your file xml should resolve your issue without writing 
>>>>>>>> a single line of code.
>> 
>>>>>>>> Fabrice
>> 
>>>>>>>> On Jan 16, 2010, at 12:56 PM, colouredfunk wrote:
>> 
>>>>>>>>> Hey Fabrice, Thanks for your reply!!! Yeah I'm using the latest
>>>>>>>>> version...Is it cool to email the files over? What's your email
>>>>>>>>> address?
>> 
>>>>>>>>> [email protected]
>> 
>>>>>>>>> On Jan 15, 8:47 pm, Fabrice3D <[email protected]> wrote:
>>>>>>>>>> Actually there is no extra magic,Prefabuses the trunk. So its pure 
>>>>>>>>>> Away magic :)
>>>>>>>>>> The only custom diff being overriding the filemateriallib in 
>>>>>>>>>> abstractparser to fit internal requirements of the app and unique 
>>>>>>>>>> (re)naming of each meshes.
>>>>>>>>>> Few checks are also done during the parsing, but if you do not get 
>>>>>>>>>> any warning, then the result should be identical
>>>>>>>>>> once loaded into your project.
>> 
>>>>>>>>>> If the file doesn't hold animation, why not trade it for a 
>>>>>>>>>> lightweight .awd or .as3 export fromPrefab?
>> 
>>>>>>>>>> Fabrice
>> 
>>>>>>>>>> On Jan 15, 2010, at 1:15 PM, Dave wrote:
>> 
>>>>>>>>>>> Awesome.  Look forward to it!
>>>>>>>>>>> One question I have is about the parser you're using inPrefab...
>> 
>>>>>>>>>>> I have a model with some textures and when I use my code in Flash
>>>>>>>>>>> (Away FP 10), it can't find some textures etc/things are a little
>>>>>>>>>>> messed up.
>>>>>>>>>>> However, when I drag and drop it intoPreFab, it looks great.  Is
>>>>>>>>>>> there any way you can show us the codePreFabis using to import DAEs
>>>>>>>>>>> please as I think your code is looking to be the best.
>> 
>>>>>>>>>>> Obviously there's a few different ways to parse DAE but I'd be
>>>>>>>>>>> interested to know the difference between my code and yours and 
>>>>>>>>>>> where
>>>>>>>>>>> I may be going wrong.
>> 
>>>>>>>>>>> Thanks again,
>>>>>>>>>>> Dave
>> 
>>>>>>>>>>> On Jan 14, 2:25 pm, Fabrice3D <[email protected]> wrote:
>>>>>>>>>>>> thx Dave!
>>>>>>>>>>>> Looking at the new features I have running on my dev version on my 
>>>>>>>>>>>> screen
>>>>>>>>>>>> I hope your POSSIBLY will become a SURELY  :))
>> 
>>>>>>>>>>>> Just a few more days till next update...
>> 
>>>>>>>>>>>> Fabrice
>> 
>>>>>>>>>>>> On Jan 14, 2010, at 3:11 PM, Dave wrote:> And don't forget to 
>>>>>>>>>>>> usePreFab'sawesome normal map generator!
>>>>>>>>>>>>> POSSIBLY my favourite feature about this awesome Air app.  Great 
>>>>>>>>>>>>> work
>>>>>>>>>>>>> Fabrice!!!
>> 
>>>>>>>>>>>>> On Jan 13, 10:32 am, colouredfunk <[email protected]> 
>>>>>>>>>>>>> wrote:
>>>>>>>>>>>>>> Hiya
>> 
>>>>>>>>>>>>>> I’m want to usePreFabto weld the vertices of my 3ds file before
>>>>>>>>>>>>>> loading it into the Away3D project. The 3ds model is textured 
>>>>>>>>>>>>>> baked,
>>>>>>>>>>>>>> with all the textures merged into one external file, relative to 
>>>>>>>>>>>>>> the
>>>>>>>>>>>>>> root of the 3ds.
>> 
>>>>>>>>>>>>>> I import it intoprefab– looks OK
>>>>>>>>>>>>>> Weld the object – loads of vertices weld – sweet!
>> 
>>>>>>>>>>>>>> Now when it comes to exporting I have a few probs; not too sure 
>>>>>>>>>>>>>> which
>>>>>>>>>>>>>> one is the best option, I’ve tried all of them and can’t get any 
>>>>>>>>>>>>>> of
>>>>>>>>>>>>>> them to work. Awd; my big merged texture map gets dupped for each
>>>>>>>>>>>>>> object in the scene, not ideal. When I import it back 
>>>>>>>>>>>>>> intoprefab, no
>>>>>>>>>>>>>> textures load. Obj; doesn’t import back intoprefabat all. AS; 
>>>>>>>>>>>>>> when
>>>>>>>>>>>>>> loading in flash, nothing shows....
>> 
>>>>>>>>>>>>>> So based on the above I’m a bit list where I’m going wrong. What
>>>>>>>>>>>>>> target is best, AWD? My scene is a basic room with no 
>>>>>>>>>>>>>> animations...
>> 
>>>>>>>>>>>>>> Thanks in advance!- Hide quoted text -
>> 
>>>>>>>>>> - Show quoted text -- Hide quoted text -
>> 
>>>>>>>> - Show quoted text -- Hide quoted text -
>> 
>> - Show quoted text -

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