I do plan to make a tut on this, but be aware that BSP modeling is very strict.
The main rule as David highlighted on his post is to ensure the model is fully solid & encapsulated. see your model as a party balloon, if there is a tiny hole in it, it will fail no matter what. In some cases Prefab will generate a red debug boxe around an estimated location of the issue. it's estimated because the error is triggered during a recursive calculation where its kinda difficult to know where the exact bad guy is. but so far (cause I went thru that pain as well) the red box was pointing at a correct location on the test error models I did. only its not pointing you out the exact plane or faces location where the error takes place. So its important to not close the window directly if you get an error, as this is ment as a visual debug help. closing the window clears this information. if you have modeled non continuously or using way too much polys non aligned or snapped, Prefab will eventually render but it will take probably ages. and playback perf will be certainly poor. I have generated for another project 2 weeks ago a huge world with 6 rooms, stairs, bridge, applying now lots of these rules (and still learning new ones), it took 8 minutes to calculate it. The hacienda demo took 26 minutes because the vertexes are not aligned properly. oooh wait, reading, again at your message, I see you mean, you have generated but not able to see after compiling? you mean the class is not working? if you trace the constructor, its instanciated? Cause i have tried both bsp branch and 3.5 it works in both cases. if you do not run latest 3.5 it will not run at all and you will get tons of errors of missing stuff. anyway, as said above, I need make a tut for it and do more videos for Prefab. Send me your model source (the 2 cubes+corridor) so I can see and test it. Fabrice On Apr 28, 2010, at 10:32 PM, dp wrote: > Thanks for the replies guys, yes I guess I wont be altering the > geometry just want access to apply materials. > > However I haven't yet made it that far... as I cant seem to get the > output from prefab to work, I've tried a couple of models now, and > both times I just get a blank white screen, the last model was a > simple cube (2 meshes - floor, and ceiling/walls).. Any ideas? > > thanks. > > On Apr 26, 1:37 pm, David Lenaerts <[email protected]> wrote: >> Also, I should add that changing the geometry would invalidate the tree in >> most cases, resulting inrendering issues (sorting, culling, visList errors), >> so you shouldn't ;-) >> >> David >> >> >> >> >> >> On Mon, Apr 26, 2010 at 1:04 PM, Fabrice3D <[email protected]> wrote: >>> If you mean awd, yes but not using library. Just access directly the meshes >>> objects. >>> On other hand, the awd's with BSP outputs do have a new class companion, >>> CentralMaterialLibrary, in order to access the tree material(s) if you need >>> to. >> >>> Fabrice >> >>> On Apr 25, 2010, at 5:40 PM, dp wrote: >> >>>> Great work on the new engine, looks like it will be great. >> >>>> A quick question though - Is it still possible to access all the >>>> materials/meshes with this new format at runtime? and modify them? >> >>>> eg. >>>> model.materialLibrary.getMaterial("....").material = >> >>>> cheers, >>>> david. >> >>>> -- >>>> Subscription settings: >>> http://groups.google.com/group/away3d-dev/subscribe?hl=en >> >> --http://www.derschmale.com
