oh yeah sorry - should of mentioned the material problem but forgot about it after importing the classes ;)
Thanks for the clarification, looking forward to having another play with this when I get a chance. cheers, On May 5, 9:13 pm, Fabrice3D <[email protected]> wrote: > ah, good that you are around :) > christian seems to have issues with outputs loaded in 3.5 regarding > "Material", do you? > "prefab and the latest away3d revision" thread > > > where do i find this Dynamics class?? > > ha sorry for the confusion, (was ment to be clearer :)) ) > > in this case Dynamic reffers to a Prefab output holding meshes, and saved > with classname "Dynamics" > so it could be any other names. > > basically you can do tree.addChild(myMesh); > > or say myMesh.collider = true, then addChild it > one detail on this, if you look at the chair in Hacienda demo, i made mistake > to applyRotation > as a result the collider box is not rotated with the chair. Its not obvious, > but thats also one of the many details this demo learned me... > > Also there are still known issues if you do not want it collides anymore. > After its addChilded, setting collider false, doesn't work. > > Fabrice > > On May 5, 2010, at 8:45 PM, dp wrote: > > > Hi fabrice, > > > Thanks for the snippet... your going to have to enlighten me though - > > where do i find this Dynamics class?? > > > cheers, > > david > > > On May 3, 3:47 pm, Fabrice3D <[email protected]> wrote: > >> Here a little snippet that could be used from content from a Prefab3D AS3 > >> class > > >> var holder:Dynamics = new Dynamics(); > >> for(var i:int=0;i<holder.meshes.length;++i){ > >> if(holder.meshes[i].name== "somecoolname"){ > >> holder.meshes[i].collider = true; > >> > >> holder.meshes[i].addOnMouseDown(pressDownOnDynamicObjectColliding); > >> } else{ > >> > >> holder.meshes[i].addOnMouseDown(pressDownOnDynamicObjectNonColliding); > >> } > >> _tree.addChild(holder.meshes[i]); > > >> } > > >> If you want that furniture draw to dispatch an event, or the poster on the > >> wall that becomes a video. > >> model the tree smart and add these as dynamics. > > >> Keep in mind its the first intergration, we will enhance and ease its use > >> in the future. > >> but for now, I would unless you really really really cannot do else, not > >> use the tree geometry for mouseEvents > > >> To get the best performance, you should simplify as much as possible. > >> For instance if you try to build a church, the ceiling geometry better be > >> a cube in witch you would insert as dynamic the ceiling in roman style. > >> This would add lots of unecessary data. That's the kind of mistake I did > >> in the hascienda demo for instance. > >> Less is really more! > > >> Fabrice > > >> On May 3, 2010, at 1:21 PM, dp wrote: > > >>> 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
