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 :) > > > > > To unsubscribe from this group, send email to > > > > away3d-dev+unsubscribegooglegroups.com or reply to this email with the > > > > words "REMOVE ME" as the subject. To unsubscribe from this group, send email to away3d-dev+unsubscribegooglegroups.com or reply to this email with the words "REMOVE ME" as the subject.
