Hey Fabrice,

One more question regarding this - is there a relatively easy way to
implement mouse events? as I need to be able to find out what
material / or mesh is under the mouse, I really hope there is - as
converting my project would work so much better with this BSP format!

thansk, david

On May 2, 10:29 am, dp <[email protected]> wrote:
> 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

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