Yep makes perfect sense.

I wasn't too sure if the files were getting the correct infomation so
I went through the Obj parser and stuck a load of traces inside the
parseMtl() function.

the traces showed that the mtl file was being picked up and parsed.  I
also noticed that it wasn't picking up the texture locations correctly
due to a tab space in front of the "map_Kd" so i removed the tab
spaces.

I then went on to check that the textures were being parsed
correctly.  the Obj parser uses the BitmapFileMaterial class to handle
the textures.  I stuck a load of traces in the onError and onComplete
functions.  All the textures are being loaded and are not throwing any
errors.  To test is I changed the name of one of the textures and the
onError trace i set up presented itself.

So I have the correct pathes for the obj, mtl and texture files yet
the textures aren't being loaded!

Any ideas?

(Thanks again for all your help!  Its really appreciated!)

On Feb 10, 2:27 pm, Fabrice3D <fabric...@gmail.com> wrote:
> This indicates no mtl defined or a wrong mtl url in obj file itself
> Prefab does resolve urls while Away3d doesn't. Away expects you to set 
> relative path
>
> The parser extracts the mtl file adress from obj adress and mtltag in obj file
> The obj parser path resolving/extraction works as follow:
>
> myswf
> somedir // or no folder
>         obj
>         mtl
>         source // or folder with source in it
>
> so when you load "theObjectLocalation.obj"
>
> if in obj file the useMtl tag says for instance "somedir/mtl"
>
> Away will expect a "somedir" folder is in same folder as the swf and with the 
> mtl file in it
> then in mtl the path is following same rule, sources path is found from mtl 
> location
>
> like load mypath/myfile.obj --> obj file says use mtl :  myfile.mtl
> for away path for the to be loaded mtl file becomes:
>
> mypath/myfile.mtl
>
> If the mtl defines a material source as "images/myniceimage.jpg"
>
> away assumes the imagesource is located at
>
> mypath/images/myniceimage.jpg
>
> hope it makes sens...
>
> Fabrice
>
> On Feb 10, 2010, at 2:00 PM, Charlie wrote:
>
> > Erm...I'm not sure what a prebaking class is :)
>
> > The .obj and .mtl files that the designer provided for me load in to
> > PreFab just fine.
>
> > I've created a simple AS3 project to load the .obj file and allow me
> > to tilt, rotate and move the camera around the object.
>
> > The .obj and .mtl files load fine (I checked the textures and they're
> > defo being loaded).  Once rendered however the textures are not
> > present (colour fills with outlines).  I'm using something like:
>
> > Obj.load("theObjectLocalation.obj");
>
> > Cheers,
>
> > Charlie.
>
> > On Feb 9, 7:32 pm, Fabrice3D <fabric...@gmail.com> wrote:
> >> Do you mean using the prebaking class?
>
> >> Sent from an iPhone without Flash
>
> >> On Feb 9, 2010, at 18:34, Charlie <charliemacis...@hotmail.com> wrote:
>
> >>> Hey Again :)
>
> >>> So I've been playing around with preFab and even a bit of Blender (man
> >>> the UI in blender is messy!).  Anyway how I found out that the .3ds
> >>> file weren't loading in preFab properly.  So we've tried .obj instead.
>
> >>> It's a big improvement.  The scene now loads correctly bar the
> >>> textures.  With a bit more digging around I found a couple of other
> >>> people suffering the same problem.  Seems that someone called Fabrice
> >>> is pretty handy at .obj imports :D  In any case I followed the
> >>> procedure and updated the .mtl file with the correct texture paths.
>
> >>> Using preFab the scene renderes with the right textures nicely but
> >>> trying it out in AS3 myself the textures don't seem to be applied!
> >>> I'm currently not passing any parameters but I'm thinking that I
> >>> should pass some in ?
>
> >>> Cheers,
>
> >>> Charlie.
>
> >>> On Feb 9, 11:15 am, Charlie <charliemacis...@hotmail.com> wrote:
> >>>> 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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