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

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