Flash Player 10, and CS4.

I'll do a test on that later once I get the main work done, that is a
possible problem (although I did test out alot of possible file URLs
while trying to make it work, and none of them worked...)

On Mar 29, 3:46 am, Fabrice3D <[email protected]> wrote:
> 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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>
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