Hey Fabrice,

All the instances are named "Table_##" ie: Table_01, Table_02, etc.
They are infact instances and not reference objects.

Looks like a bit of a dead end.  Any other suggestions :)

Cheers,

Charlie.

On Feb 8, 9:46 pm, Fabrice3D <fabric...@gmail.com> wrote:
> possible, but best way to know for sure is to try it :)
> On Feb 8, 2010, at 6:24 PM, Charlie wrote:
>
> > Excellent, Thank you so much Fabrice!
>
> > Could this also attribute to the displacement of the said instances?
>
> > On Feb 8, 10:29 am, Fabrice3D <fabric...@gmail.com> wrote:
> >> I'm not using 3ds, but my first guess would be duplicated objectnames in 
> >> the file
> >> make sure each mesh gets its own unique name
>
> >> Fabrice
>
> >> On Feb 8, 2010, at 11:21 AM, Charlie wrote:
>
> >>> Hello again,
>
> >>> Its been almost a week and there hasn't been any response!
>
> >>> Is it that this problem is quite a strange one that no one has come
> >>> accross it before?  If so it would be good to know that at least so I
> >>> can start looking at a work around.
>
> >>> I've used the search to see if anyone is having similar problems and I
> >>> can't seem to find anything!
>
> >>> Any feed back at all would be most helpful.
>
> >>> Many Thanks.
>
> >>> Charlie.
>
> >>> On Feb 4, 3:16 pm, Charlie <charliemacis...@hotmail.com> wrote:
> >>>> Hello again,
>
> >>>> I'm also coming across another issue now where the 3D artist has
> >>>> created the entire room.  I've created a class that loads the 3DS
> >>>> file.  It then sets all the texture tiling to true.  All well and good
> >>>> BUT:
>
> >>>> 1) There are multiple instances of the same table / chairs / etc in
> >>>> the room but when imported and rendered to stage there is only ONE
> >>>> instance of each.
> >>>> 2) The co-ordinates of each object appears to be incorrect.  For
> >>>> example the chair sits in the middle of the floor and the doors seemed
> >>>> to be set a fair distance back from where they are supposed to be.
>
> >>>> I've been digging through the forums for any other similar issues and
> >>>> I can't seem to find a solution that would help.  Is there anyone out
> >>>> there who can shine a light on maybe what parameters I'm missing or
> >>>> what I need to tell the 3d Artist to amend in his file?
>
> >>>> Cheers,
>
> >>>> Charlie.
>
> >>>> On Feb 3, 12:58 pm, Charlie <charliemacis...@hotmail.com> wrote:
>
> >>>>> Hey Away3D.dev,
>
> >>>>> I've just starting looking at Away3D and 3D modelling in general.  The
> >>>>> company I'm working for is looking to release a very basic 3D game
> >>>>> with 2d sprites involved in walking around a 3d room.
>
> >>>>> The 3D artist here is working with 3DStudio Max and for testing
> >>>>> purposes is exporting to a 3ds format so that I can import it.
>
> >>>>> So far its been pretty simple and I've managed to find solutions to
> >>>>> little problems I've had.  However there is one thing that I've found
> >>>>> a little bit strange:
>
> >>>>> The parser seems to set the texture tiling to false as default and I
> >>>>> can't seem to find a way to set this to true with out loading the
> >>>>> model and then cycling through every face!
>
> >>>>> ...
> >>>>>    loader = Max3DS.load("table.3DS");
> >>>>>    loader.addOnSuccess(loadComplete);
> >>>>> ...
>
> >>>>> private function loadComplete(e : Loader3DEvent) : void {
> >>>>>    model = loader.handle as ObjectContainer3D;
> >>>>>    setTiling(model, true);
>
> >>>>> }
>
> >>>>> private function setTiling(objToTile : ObjectContainer3D, value :
> >>>>> Boolean) : void {
> >>>>>    for each (var face : Object in objToTile.children[0].faces) {
> >>>>>       Face(face).material = new BitmapMaterial(BitmapMaterial(Face
> >>>>> (face).material).bitmap, {repeat : value});
> >>>>>    }
>
> >>>>> }
>
> >>>>> it would be nice if you could do something like:
>
> >>>>>    loader = Max3DS.load("table.3DS", {materialRepeat : true});
>
> >>>>> Is this possible ?
>
> >>>>> Many Thanks,
>
> >>>>> Charlie.

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