CentralLibrary class let you acess materials and tree.changeMaterial
let you define the materials. Names of meshes are defined by you in
Prefab.
That having said, Prefab doesn't generate externally compiled
libraries. So what you can do, is after output is made, open awd with
text editor and change all adresses to bitmaps to some fake adress,
this way, each mesh material would be registered to the centralLib
class. Then in your project, if flash IDE import all the rendered maps
and give them similar id as the meshes or make an swf holding all your
maps in movieclips and set them on stage. Give each mc the similar
mesh id.
Runtime, embed the swf and access these mcs, then using the ids,
invoke centralLib. In case Flash, access lib and do similar as with
the swf embed.
Either ways, you'll end up with a single swf.
I'll see if I can add something more friendly to awdata class, like an
optional material list...
Hope it helps.
Sent from an iPhone without Flash
On May 23, 2010, at 10:43, Micheal MacLean <[email protected]> wrote:
There is a lot of chat in the group about the images folder having to
be relative/on the server, etc, but considering most game hosting
sites require only a single SWF file and nothing else, am I able to
use embedded texture images for a BSP level that is generated by
Prefab?
Thanks!