Dunno how you fixed, but in case of relocated default map 'images', you can set to awdata your pathtosources...

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On May 8, 2010, at 14:37, John Brookes <[email protected]> wrote:

Oh sweet jebus, Im retarded.

erm it was the image path was wrong, so I was seeing white on white.
everything works fine, sorry.


On 8 May 2010 13:13, David Lenaerts <[email protected]> wrote:
If the bsp compilation works, but the camera is stuck, it's not really a BSP generation issue. It just means that your camera is in "solid" space, consider it "the great big void". BSP collision detection works in such a way that "outside the tree" = "stuck inside a wall". There's two possibilities that could cause this: Camera position is off (outside the tree): solve it easily by replacing the collision detection code by normal camera movement code and tracing out a position that looks okay, then assign that to your camera in the beginning with the collision detection enabled again. The bounding box is too large. The bounding box is passed to the BSPCollider class, so just pass smaller values.
Hope that helps!
David

On Sat, May 8, 2010 at 2:06 PM, John Brookes <[email protected]> wrote: I can get a single mesh to work fine in prefab and export a bsp, but how do you do more than one mesh?
Say just a (dae from maya) cube within a cube.
Tried the above and get no errors in prefab and the swf loads fine, but the camera is stuck/doesn't move.

Dont understand how you can add other models to the bsp scene.



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