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 -
