If you embed the awd. Use awdata.parse. The textures must be on the server. By default they load relative to swf in folder 'images'. If you need another folder, pass customPath prop to init object or call after you make awdata instance the set pathSource handler.

Now, if the first awd or second loads images from other one, its because they share same name. Make sure you rename the meshes in Prefab with other names than the default 'aw_digit'
The outputed images inherit same mesh names.

Fabrice


Sent from an iPhone without Flash

On May 15, 2010, at 13:03, toshmosh <[email protected]> wrote:

also is everything included in the swf and do i need to have the
assets folder uploaded with the models and textures

On 15 Май, 13:38, Michael Iv <[email protected]> wrote:
You should check the security permission both of security sendbox of flash
player and also your hosting server .





On Sat, May 15, 2010 at 1:34 PM, toshmosh <[email protected]> wrote:
Yes, despite i have a problem with the awd now.When i run the project
offline it loads the awd perfectly, but when i upload it on internet
it gaves me geometry load error.
You can check out :
http://www.tues-forum.com/ee/materials/proj/last/bin-debug/ stage.html

On 15 Май, 13:09, Michael Iv <[email protected]> wrote:
Yeah .AWD is really awesome format .

On Sat, May 15, 2010 at 12:39 PM, toshmosh <[email protected]>
wrote:
i use only .awd recently.The mesh and the texture are loaded 10 times
faster than .obj

On 15 Май, 12:25, Michael Iv <[email protected]> wrote:
Has anybody used Obj.parse() recently ? I can't get my .Obj model
parsed
.
THe same model loads fine using loader.

On Fri, May 14, 2010 at 10:05 PM, Fabrice3D <[email protected]>
wrote:
One tip: inspect very very carefully your model in your editor
(look in
vertex visible/outline mode), make sure all is welded, that all is
snapped
to grid and that the grid is coarse enough.
check in Prefab that all normals are pointing inside. Make sure you
have
the model in size between 10k and 80 k (rule of thumb)
then run.

Fabrice

On May 14, 2010, at 7:42 PM, toshmosh wrote:

oo i have no floor wtf :(:(:(

On 14 Май, 20:13, toshmosh <[email protected]> wrote:
i have an .obj model which i converted it into .awd and then i
click
generate bsp/psv. Am i doing something wrong?
You can try to generate it if you have time here is the awd and
texturehttp://tues-forum.com/ee/materials/ogre_house_awd.rar
otherwise will be without collision..

On 14 Май, 20:02, toshmosh <[email protected]> wrote:

i forgot to click generate bsp/psv :( But now in prefab gaves
me
error
when i try to genarate it.It says something for error location
in
rendered scene

On 14 Май, 19:27, Fabrice3D <[email protected]> wrote:

make sure you use the latest build.
zips are already in need of update.

if you see white and no errors, if you take the awddata parser
from
latest build you should be just fine

Fabrice

On May 14, 2010, at 10:53 AM, toshmosh wrote:

thanks it is clearer now.I have a problem with loading the
awd.I
saw
the example at the front page of away3d and used the code

_tree = BSPTree(AWData.parse(new BSPFile(),
{customPath:"../assets/
ogre_house_awd"}));
scene.addChild(_tree);
_tree.usePVS = true;

but it gaves me blank screen and nothing is loaded.The awd is successfully loaded in prefab.Also if i use the whole source
code
for
the bsp/psv example and just substitute the tunnels with my
model
again it gaves me blank screen.
Also if i use
awd_loader =
AWData.load("../assets/ogre_house_awd/ogre_house.awd");
_tree_mesh = awd_loader.handle; // _tree_mesh is Object3D
scene.addChild(_tree_mesh);
everything is loaded.
Am i doing something wrong? And which of the two ways to use?

On 14 Май, 11:12, Michael Iv <explomas...@gmai l.com> wrote:
 BSP is not a simple term to explain . This stands for
Binary
Space
partitioning and used for geometry depth sorting in the 3d
games
.
How it
works ?  Go to Wikipedia .

On Fri, May 14, 2010 at 11:06 AM, toshmosh <
[email protected]>
wrote:
and also what is PVS?

On 14 Май, 10:29, toshmosh <todorjele...@g mail.com> wrote:
I am sorry, but what is BSP?

On 14 Май, 01:07, Fabrice3D <fabric...@g mail.com> wrote:

awd = away data : nothing but what Away needs

same file works in away3d, f9 and 10, and awayLite
works in 2,3/3.3 2.4/3.4 and latest and will continue be
backwards
compatible as much as we can.

generated either by Away3D code with no embeds
or from Prefab3D with embeds.

Avantage is often smaller file size, all respect of away
scene,
which
is not the case with Obj for instance.
3ds can be smaller depending cases.

awd can hold BSP
native primitives
and very soon animations
also can be reedited in Prefab3D

In the video, Prefab generates the data and outputs both
a
class+awd
the class embeds the awd.

Fabrice

On May 13, 2010, at 7:23 PM, toshmosh wrote:

and also which are the advantages of awd in comparision
with
.obj or
.
3ds for instance

On 13 Май, 20:20, toshmosh <[email protected]>
wrote:
Hi!I am wondering how .awd files are created? At the
front
page
of
away3d there is video, but they open the awd directly.

--
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|www.neurotechresearch.com
Tel:054-4962254
[email protected]
[email protected]

--
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|www.neurotechresearch.com
Tel:054-4962254
[email protected]
[email protected]

--
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|www.neurotechresearch.com
Tel:054-4962254
[email protected]
[email protected]

--
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|www.neurotechresearch.com
Tel:054-4962254
[email protected]
[email protected]

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