do it offline please
just send me private mail with url to download

Fabrice

On Feb 11, 2010, at 11:08 AM, Charlie wrote:

> Yeah I thought it was pretty strange too.  Stranger infact that the
> textures load correctly too.
> 
> I'm using a hover camera so I can rotate the loaded view.  An enter
> frame handler calls both camera.hover() and view.render().
> 
> If I knew how I could upload the whole lot for you to have a look
> at :)
> 
> Cheers,
> 
> Charlie.
> 
> On Feb 10, 9:33 pm, Fabrice3D <[email protected]> wrote:
>> The strange thing about it is that if it loads in Prefab it should in Away, 
>> since the parser is exactly the same.
>> 
>> Are you sure your camera looks at the object, are you sure your object is 
>> not too large? do you render in enterframe or just once?
>> if you are sure it should render, please send your files over offline, so I 
>> can try it.
>> 
>> Fabrice
>> 
>> On Feb 10, 2010, at 5:58 PM, Charlie wrote:
>> 
>>> 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 <[email protected]> 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 <[email protected]> wrote:
>>>>>> Do you mean using the prebaking class?
>> 
>>>>>> Sent from an iPhone without Flash
>> 
>>>>>> On Feb 9, 2010, at 18:34, Charlie <[email protected]> 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 <[email protected]> wrote:
>>>>>>>> Great thanks again Fabrice :)
>> 
>>>>>>>> On Feb 9, 11:03 am, Fabrice3D <[email protected]> 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 <[email protected]> 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 <[email protected]> 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 <[email protected]> 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 <[email protected]>  
>>>>>>>>>>>>>>>> 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 <[email protected]>  
>>>>>>>>>>>>>>>>> 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
>> 
>> ...
>> 
>> read more ยป

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