woohoo, finally got it working today. The latest update must of done
the trick, thanks!

Still have the problem of no materials loading in PreFab though... so
I just had reassigned them, not ideal but it worked well after that.

Now back to my initial problem of the best way to dynamically add/
replace the materials - is using the CentralMaterialLibrary the best
way to do this? if so how exactly? as I'm not having much success
trying.

Also I noticed that getMeshFromMaterialName always returns null, is
this feature implemented?

Cheers!

Just to let you know the trace was:
[./images/floor.png]
[./images/room.png]
[./images/]

and im windows based - flash develop.

On Apr 29, 11:04 pm, Fabrice3D <[email protected]> wrote:
> 3ds, not one change made on that side for at least past 5 updates.
>
> Today I have updated the AWData class twice for this and another issue, make 
> sure you run the latest.
> running with a fresh copy of 3.5 from svn, I get zero errors and all my 
> textures are loading.
>
> Please add a trace in AWData at empty line 254   
> trace("["+resolvedP+line+"]");
>
> we'll take it from there...
> Are you Windows or mac based?
>
> Fabrice
>
> On Apr 29, 2010, at 10:27 PM, dp wrote:
>
>
>
> > Hey Fabrice,
>
> > Thanks for helping out here.
>
> > I'm fairly sure everything is compiling correctly, no errors, and when
> > I look at the stats I can see the render elements number change as I
> > look around the white space. This is still the case it seems with the
> > updated AWData.
>
> > I was going to try again with another model, as I lost track of which
> > I files I was using and wanted to be sure, before sending anything
> > over to you... except now whatever I try, PreFab does not seem to want
> > to load my 3ds textures, for any model I try. I'm not sure if I'm
> > being stupid, or something changed with the update?
>
> > cheers.
>
> > On Apr 29, 12:48 pm, Fabrice3D <[email protected]> wrote:
> >> I have just uploaded an update for AWData that should fix the white 
> >> material issue you are having.
>
> >> with bsp typed awd files, a custom path was giving a  
> >> custompath/images/filename.jpg
> >> instead of custompath/filename.jpg
> >> while there was no issues with the awd's not having the bsp.
>
> >> can you let me know if it works in your case?
>
> >> 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

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