Ok, that's pretty clear, I'm going to look at it.
It seemed to me that the Max3DS loader automatically loads both the
model and textures, but there's certainly a way.
Thank you !


On 25 mar, 18:51, Reinorvak <[email protected]> wrote:
> Sorry for the late reply, lunch happened and had to go eat.
>
> The way I've about loading is in a single load call I load one entire
> model. Then once that model has completed, I proceed to load its
> respective texture(s). This method is currently working with obj
> files, even though I had to change some things in the loader cause the
> names weren't crossing correctly.
>
> This method shouldn't require AWD models, this method even came about
> because we didn't want to use the AWD models because it was another
> step in our artist pipeline.
>
> But, respectively, this should work for any of the file types. I
> personally haven't tried to do it with 3DS models, but I'm sure as
> long as you can translate a name, you can find a naming convention
> that works for your models.
>
> Hope this helps, and good luck.
>
> On Mar 25, 12:57 pm, Aurélien Nauwelaers <[email protected]>
> wrote:
>
> > Thanks for the info anyways ;)
> > Oh, and BTW, it's a great job already !
>
> > On 25 mar, 17:39, Fabrice3D <[email protected]> wrote:
>
> > > yes, Prefab handles only one material per mesh for now.
> > > Pretty sure it will not help at all saying this now: that will change 
> > > later on :))
>
> > > Fabrice
>
> > > On Mar 25, 2010, at 5:20 PM, Aurélien Nauwelaers wrote:
>
> > > > Hi,
> > > > Thanks for your answer. I'd read your previous posts about this
> > > > problem too ;)
>
> > > > Yes, it seems to me too that the problem comes from multiple textures
> > > > loading.
> > > > I tried transforming the weak references created in Loader3D and
> > > > AbstractParser into strong references, in case that would prevent the
> > > > Garbage Collector to delete the loaders before their work is finished,
> > > > but it didn't change anything.
>
> > > > Does your solution (loading separately the meshes and then the
> > > > textures) require AWD files to work ? Or can it be done successfully
> > > > with 3DS files ?
>
> > > > I'm looking into Prefab right now. But it has trouble correctly
> > > > loading my 3DS, and it seems to me that it can't handle more than one
> > > > texture per model (which I really need). Hmm...
>
> > > > On 25 mar, 15:08, Reinorvak <[email protected]> wrote:
> > > >> I've been fighting with these loaders for several months, I switched
> > > >> models several times as well. I've had this occur every time with
> > > >> models in obj or dae. Only place it didn't occur was in the awd (an
> > > >> Away3D model type with PreFab).
>
> > > >> Also, this problem only seems to occur with textured models for some
> > > >> reason. Really the base way to solve this, or at least the best way
> > > >> I've come to terms on how to solve this, is you load all your models
> > > >> in individually with a queue order. Then when they model's done you
> > > >> load its corresponding texture. If you can get the name of the mesh to
> > > >> come across, I suggest using that as a way to get the file name for
> > > >> the image.
>
> > > >> At least that's how I've solved this for now. Currently, we can have
> > > >> as many models as we want on the loader and we never fail to load a
> > > >> model with its texture this way.
>
> > > >> Hope this helps.
>
> > > >> On Mar 25, 7:50 am, Aurélien Nauwelaers <[email protected]>
> > > >> wrote:
>
> > > >>> No, the problem is the same with this method.
> > > >>> In fact, I previously programmed it your way ; but i feared that
> > > >>> adding the listeners only after using the load() method might cause
> > > >>> this strange lack ef event triggering (in case the model would be
> > > >>> loaded just after the load, but before the listeners are given).
> > > >>> Anyway, I switched back to your method just in case, but it doesn't
> > > >>> change anything.
>
> > > >>> I noticed that the failure chances are higher when I load several
> > > >>> models simultaneously, but I still have roughly 10% of fail when
> > > >>> loading only one model at a time.
> > > >>> It is also higher when I test my project online than offline.
>
> > > >>> The Loader3D "bitmapLoaded" and "bitmapTotal" seem to point at first
> > > >>> to the 3DS object, then to the successive textures of this model.
> > > >>> It looks like, randomly, one of these texture loadings can happen to
> > > >>> fail (at 0%, 100% or any inbetween), and this doesn't trigger any
> > > >>> event.
>
> > > >>> Is this a known bug ?
>
> > > >>> On 24 mar, 22:31, juliancruz87 <[email protected]> wrote:
>
> > > >>>> hi why not try the following way I loaded my perfect all 3ds models,
> > > >>>> we should note that it is much better to try textures and 3DMax 
> > > >>>> Studio
> > > >>>> that things are not used as materials, and others, only texture
> > > >>>> images, I always use this code, and it has worked perfectly in all
> > > >>>> projects
>
> > > >>>> first create a variable
>
> > > >>>> var object3DS: Loader3D;
>
> > > >>>> then assemble,
>
> > > >>>> object3DS = Max3DS.load (assets/objeto.3ds ", (texturePath:
> > > >>>> assets /));
> > > >>>> view.scene.addChild (object3DS);
>
> > > >>>> if you need access to properties object3D then use the following code
> > > >>>> for example
>
> > > >>>> object.handle and then the 3D object properties such as an alpha
>
> > > >>>> object3DS.handle.ownCanvas = true;
> > > >>>> object3DS.handle.alpha =. 5;
>
> > > >>>> I hope this will be helpful whenever I use it and have not had any
> > > >>>> flaws. the same way you can apply the error events, success, load.
>
> > > >>>> On 24 mar, 13:53, Aurélien Nauwelaers <[email protected]> wrote:
>
> > > >>>>> My 3DS or DAE loadings happen to freeze, apparently randomly and
> > > >>>>> without dispatching any event.
>
> > > >>>>> This is the code I use to load 3DS files :
>
> > > >>>>>         var initObject:Object = { useGroups:true };
> > > >>>>>         var parser: AbstractParser = new Max3DS( initObject );
> > > >>>>>         var loader:Loader3D = new Loader3D();
> > > >>>>>         loader.addOnProgress( onProgress );
> > > >>>>>         loader.addOnSuccess( onSuccess );
> > > >>>>>         loader.addOnError( onError );
> > > >>>>>         loader.loadGeometry( urlObjet, parser );
>
> > > >>>>> (Plus necessary callback functions.)
>
> > > >>>>> Most of the times it works perfectly, onProgress and onSuccess are
> > > >>>>> called when necessary and the model appears.
> > > >>>>> But sometimes (about 10% chances), the loading gets stuck at either
> > > >>>>> 0%, 100% (frequent) or any random value between them, according to 
> > > >>>>> the
> > > >>>>> last call of onProgress.
> > > >>>>> In such case, onProgress stops, and neither onSuccess nor onError
> > > >>>>> functions are called. The model isn't displayed, even with permanent
> > > >>>>> view.render().
>
> > > >>>>> I use the latest version of the Away3D svn.
>
> > > >>>>> Do you have any idea of what went wrong ?
> > > >>>>> Many thanks in advance :)
>
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