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
