wait... just wonder... are you using F9 and CS3?

if not what are your settings? This is if you are 100% sure urls are correct 
relative to swf
a typical embed failure. 

Fabrice


On Mar 28, 2010, at 9:06 PM, Novora wrote:

> 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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