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.