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.