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
