Great thanks again Fabrice :)

On Feb 9, 11:03 am, Fabrice3D <fabric...@gmail.com> wrote:
> yes
> On Feb 9, 2010, at 11:42 AM, Charlie wrote:
>
> > Hey Fabrice,
>
> > No worries - Thank you very much for replying!
>
> > Just one last thing though : When you're talking about Prefab are you
> > refering to the Air App PreFab3D ?
>
> > Cheers,
>
> > Charlie.
>
> > On Feb 9, 10:02 am, Fabrice3D <fabric...@gmail.com> wrote:
> >> I'm affraid I can't help you much here since I do not know this format and 
> >> 3dmax enough.
> >> what if you export as obj?
> >> if you drop this file 3ds into Prefab do you get the same issues?
>
> >> I'm sure there are more users on this list having experience with exports 
> >> to this format that might be able to help you.
>
> >> Fabrice
>
> >> On Feb 9, 2010, at 10:44 AM, Charlie wrote:
>
> >>> 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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