Thanks for the help Fabrice3D, but I just found the most weirdest way
of temporarily solving it...

Well, looking carefully at what you said, and what the error said, I
decided to try something tremendously stupid, go into the .as file
itself, and disable the source of the problem, buildMaterials();

I commented that bit out in the initialization part, and...

It worked.

Well, without materials of course.

But it worked.

So I'll be using this method until I find a solution... Thanks for the
help once again!

To those who encounter the same problem, you could do what I do for
now...

Disable buildMaterials();

On Mar 28, 10:13 pm, Fabrice3D <[email protected]> wrote:
> Its pretty straight forward. You pass a classname + opt packagename in  
> Prefab.
> You export. Prefab makes an envelop package just to prevent  
> overwritings. Move the content of this export: as class+image at  
> location you want. That would be if you do not have set a package  
> name, next to your fla. If you have, that would be in this package.
>
> Make also sure that you set the package path into your editor if  
> necessary.
>
> In your project, import that class and addChild it or addChild from  
> the object.meshes array.
>
> Then render the scene.
>
> If you get errors, like previous ones, its because of unvalid embeds,  
> say the file not found warning of embef tag. If you can compile with  
> no error. And you have addChilded ( trace obj position would give you  
> a valid number3d in trace) if you then see nothing, just make sure  
> your camera looks at it.
>
> I use, like many, these as3 outputs on dayly base, so I'm pretty sure  
> you have something different/missing compared to the explainations  
> above...
>
> Fabrice
> Sent from an iPhone without Flash
>
> On Mar 28, 2010, at 8:58, Novora <[email protected]> wrote:
>
>
>
> > Well... I tried all those methods... But for some reason, they didn't
> > work...
>
> > The only method which didn't produce any error at all was me renaming
> > the .as file of the model itself.
>
> > And I can't find it on the scene...
>
> > On Mar 26, 5:13 pm, Fabrice3D <[email protected]> wrote:
> >> this is a easy one:
> >> you have an unvalid embed.
>
> >> if you are on flash develop, you might need add a slash for the  
> >> default "images/" url
>
> >> or this means you do not have the images folder located next to the  
> >> awd file
> >> or you have renamed. You can pass a custompath to awddata if this  
> >> is the case
>
> >> Fabrice
>
> >> On Mar 26, 2010, at 10:02 AM, Novora wrote:
>
> >>> Well, I decided to try another possibilty, by using PreFab to  
> >>> generate
> >>> the AS3 file instead of Blender, and now I have a new problem... I
> >>> hope someone can give me a suggestion, because this seems like it
> >>> would be very easy to fix, although I don't know how to...
>
> >>> I saved my blender file as an .obj, loaded it up in PreFab, did some
> >>> minor modifications like adding light and materials, and proceeded  
> >>> to
> >>> export it.
>
> >>> Did up the new paths and extractions, and tried running it.
>
> >>> And I got this error:
>
> >>> TypeError: Error #1009: Cannot access a property or method of a null
> >>> object reference.
> >>>    at PoolTable4/applyMaterialToMesh()
> >>>    at PoolTable4/buildMaterials()
> >>>    at PoolTable4()
> >>>    at DPOOL::Main2()
>
> >>> I then tried tracing meshes[i] in the applyMaterialToMesh() bit, and
> >>> got a null.
>
> >>> Played around with the path names, nothing happened...
>
> >>> So.. Does anyone have any idea what I missed? Perhaps a possible  
> >>> error
> >>> that I didn't notice, or something with naming, or the engine
> >>> itself...
>
> >>> I'm sorry for posting so much, and bothering you people who also  
> >>> have
> >>> your own work, but I'm seriously pressed for time, and I desperately
> >>> need to solve this stupid models problem that is the CRUX of all the
> >>> problems. This is hopefully the way out.
>
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>
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