Fantastic, works perfectly. thanks for helping! david
On May 1, 9:37 pm, Fabrice3D <[email protected]> wrote: > say a mesh is named a mesh in Prefab as "aw_12" or whatever name you give to > a specific mesh > var mat:BitmapMaterial = CentralMaterialLibrary.getMaterial("aw_12") as > BitmapMaterial; > use this method to alter the same material. Like if you want to display > another bitmap. > > As about setting the material in case of another type, there is no specific > access yet in centralMaterialLibrary > > But just added a new method for this. > > access the bspTree with actual and new material > > _tree.replaceMaterial(theMaterialActuallyApplied, theNewMaterial, false); > //boolean defines if you want clear the previousmaterials. Note that if it > holds a bitmapdata > you will need to dispose() it yourself > > you can get the previous applied material from the centralMaterialLibrary. > also here, if you plan to repeat this, take care about saving the new > material, in order to allow compare old/new material > the next time you need it. > > Fabrice > > On May 1, 2010, at 5:16 PM, dp wrote: > > > > > 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
