David and me are very very curious to see the first babies using BSP.
Please send us urls so we can enjoy! :)

It doesn't have to be finished... In fact I would love see the progresses and 
hear about the dev issues or stuffs
that could be enhanced.

Fabrice


On May 6, 2010, at 4:17 PM, dp wrote:

> 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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