does this model looks like a balloon or would behave like one? no...
the model MUST be perfectly encapsulated. closed.
and you are inside with the camera.

The balloon is just a way to illustrate the concept. (Not making jokes or 
compare your model with a balloon here) :)).
the problem is that during generation, if an opening is found, the code tries 
to find who's in the hole. and like with party balloons,
a little hole and..

so in your case, just close that model on sides. That would be pretty easy 
looking at the model, and later on replace where you have now opening with a 
nice alpha 0 image.

Also, in Prefab, load your model once corrected, remove the chairs, tables, all 
the details.
generate the BSP files.
load your model again, and remove this time all that you have used for the bsp. 
Keep just the tables, chairs etc... save as as3.

in your code, once the tree exist (the bsp outputs), addchild this as3 (mesh by 
mesh), set collider true only to the meshes that the camera box can possibly 
hit.
(search this group on BSP,  some code examples were posted on this)

Fabrice


On Jun 3, 2010, at 8:45 PM, colouredfunk wrote:

> I'm still not having any joy with this...
> 
> Would you mind having a look at my 3DS file to see if you can spot the
> problem easily?
> 
> www.funkyjunk.me.uk/ImagesForExternals/away3d/lobby.zip
> 
> Thankyou!!
> 
> On Jun 1, 11:26 pm, colouredfunk <[email protected]> wrote:
>> Thanks for the tips fabrice, I will report back soon :)
>> 
>> On Jun 1, 2:20 pm, Fabrice3D <[email protected]> wrote:
>> 
>> 
>> 
>>> this error is, sometimes to be avoided by increasing the model scale.
>>> BUT this doesn't mean its the problem. Would work only if the model is 
>>> "perfect".
>>> inPrefabmodel bounds should be (rule of thumb based on my experience) 
>>> between 50k and 80k.
>>> use scenescale option left under on interface for this.
>> 
>>> make sure the model is snapped to grid in max, use a coarse size, if two 
>>> vertexes are somehow located 3 units apart, setting snap to 1 doesn't help 
>>> much at all.
>>> Plus this increases performance as less planes are generated.
>>> Use Weld as well, then set model to outline and inspect each vertexes 
>>> connections if problem persists, they should show only one vertex, (3 being 
>>> at same place)
>>> see it as a party balloon. one little hole:bam :)
>>> note thatPrefabgenerates a red region where problem is occuring, due to 
>>> recursion, it might not refflect at all the real bad problem, but in past 
>>> tests
>>> it was, after i found the error, in 80% of cases holding the bad region in 
>>> its bounds. So when you get that error, do not closegeneratorwindow 
>>> directly, inspect the scene to
>>> locate visually where things possibly go wrong.
>> 
>>> also make sure its continuously modelled, meaning here that once 
>>> triangulated, no triangle side is shared by more than one other triangle 
>>> side.
>> 
>>> Fabrice
>> 
>>> On Jun 1, 2010, at 2:56 PM, colouredfunk wrote:
>> 
>>>> <<BSPbuild ERROR: Empty faces were created. This could indicate the
>>>> source geometry wasn't aligned properly to a grid.- Hide quoted text -
>> 
>>> - Show quoted text -- Hide quoted text -
>> 
>> - Show quoted text -

Reply via email to