i try to translate it with my english:
----------------
myCollision = new BitmapData(Cast...... === implicit compilation
of the value flash.display:BitmapData to an unrelated type int.
===
wrong number of arguments. two needed.
----------------
why int? i have declared it as BitmapData so i cant find the problem,
but maybe this error will go away with the others? I cant understand
this because i did it the same way like the other materials for
example.
---------------
myCollisionmap = new CollisionMap(myCollision, 10, 10); === access of
an undifined property myCollisionmap.
---------------
why undifined? How to define it? In my Class i say private var
myCollisionmap:CollisionMap;
Where is the error? = (
On 10 Jun., 09:58, Fabrice3D <[email protected]> wrote:
> What error? Missing one param? --> onCollision(e:Event) may be?
>
> Fabrice
> On Jun 10, 2010, at 8:53 AM, le_unam wrote:
>
> > Hey thanks ... i tried it, but i got an error and i dont know why ...
>
> > -------------------------------------------------------
> > myCollision = new
> > BitmapData(Cast.bitmap(collision));
> > myCollisionmap = new
> > CollisionMap(myCollision, 10, 10);
> > myCollisionmap.setColorEvent(0xFF0000,
> > "red", onCollision);
>
> > myCollisionmap.read(myEyes.x, -myEyes.z);
>
> > public function onCollision()
> > {
> > trace("berührt");
> > }
>
> > ---------------------------------------------------------
>
> > Can you check it?
> > Thanks = )
>
> > On 9 Jun., 17:48, Fabrice3D <[email protected]> wrote:
> >> the collisionmap class is nothing than a color map reader.
> >> that would be for instance the map seen from above.
> >> each kind of element having its own color.
>
> >> the class, at runtime, once you pass it a coordinate x,y on the map (the
> >> x,z of the camera in ratio), reads the colormap.
> >> if a color is found that you have declared, it fires an event.
>
> >> so the class doesn't handle the collision
> >> if you set say where your table is a yellow region on that map
> >> basically after you have set the "color" listener, it triggers on the
> >> yellow reading
>
> >> collisionmap = new CollisionMap(mycolormap, this, 1 , 1); //here 1/1 ratio
> >> on x and y. if your floor is say 2048x2048 and map 1024x1024, pass 2,2
> >> collisionmap.setColorEvent(0xFFFF00, "yellow", onYellow);
>
> >> private function onYellow(event:Event):void
> >> {
> >> trace("WARNING this is an valuable furniture, look out!!";
>
> >> }
>
> >> what you do with the collision reading, is up to you. Bartek, for
> >> instance, for its circuit game, used a similar construction
> >> where the color was different from the main road. --> slowDown();
>
> >> but when it comes to real collision handling, i would consider take a look
> >> at BSP generation as David suggested,
> >> in fact thats the reason why we've spend the time and effort to make it in
> >> the first place.
>
> >> as a side note, take care making the colormap, if you use flash lib and
> >> the source is not a vector info that you draw, that
> >> compression, might influence the colors. so no event is triggered. So
> >> either you apply a custom threshold to the class,
> >> or the easy way, test the colors at locations you know the exact color.
> >> There is a getter just for that reason in the class.
>
> >> Fabrice
>
> >> On Jun 9, 2010, at 4:46 PM, joebass wrote:
>
> >>> I'm a newbie so take my comments with a grain of salt. My
> >>> understanding is that loading models as opposed to constructing in
> >>> Away with the extrude classes or primitives will require more
> >>> resources. However, it may be difficult to do everything you'd like
> >>> within the native Away classes. If you do use a 3D modeler, get it
> >>> into PreFab and use the export features, adding your models within
> >>> your code is a breeze. So cool Fabrice.
>
> >>> As far as the collision map stuff with the Frustum example, it was a
> >>> challenge for me to adopt them too. It took some playing around with
> >>> the orientation of the collision map image (I added a plane and
> >>> applied the map image to it to get an idea of orientation. Also
> >>> scales of the collision image and your model are things you may have
> >>> to look at. Then it's just a matter of applying your geometry to the
> >>> image with trial and error.
>
> >>> On Jun 9, 9:08 am, le_unam <[email protected]> wrote:
> >>>> Thanks for your fast answers.
>
> >>>> I have PreFab installed, but i`m not really used to it, so i have to
> >>>> learn how it works. Of course to model all elements is a way i knew
> >>>> before but i thought loading models would slow down the swf. Doesnt
> >>>> it?
>
> >>>> I know frustum hotel room demo and i got some great help from it too,
> >>>> but all in all i think it contains too much information, that i can
> >>>> understand the background behind all. i tried to take the collisionmap
> >>>> from there but i didnt get it work = (
> >>>> Is there any example in the web with an collisionmap for an easy room
> >>>> with only one cube in the center so that everybody can understand it?
> >>>> all examples are so complicated i think, it has to be more easier.
>
> >>>> On 9 Jun., 14:52, joebass <[email protected]> wrote:
>
> >>>>> As far as camera and movement other than what David mentioned, I'm
> >>>>> working on something similar and found the Frustum Hotel Room demo to
> >>>>> be a great help.
>
> >>>>> On Jun 9, 8:38 am, David Lenaerts <[email protected]> wrote:
>
> >>>>>> I would use a 3D modeler to create that (well, if I could model). It's
> >>>>>> really not easy to do it by compositing planes etc, and would probably
> >>>>>> not
> >>>>>> result in efficient models.
> >>>>>> You could use Blender, for instance: it's free, but it's user
> >>>>>> interface is
> >>>>>> sent from hell. You can export it in a format compatible with Away3D
> >>>>>> (for
> >>>>>> instance as an obj file). If you use PreFab and model to some
> >>>>>> restrictions,
> >>>>>> you can use Prefab3D and the BSP builder to get the walk-around for
> >>>>>> free :)
>
> >>>>>> On Wed, Jun 9, 2010 at 2:20 PM, le_unam <[email protected]> wrote:
> >>>>>>> Hey guys i have some basic questions about creating a room and walking
> >>>>>>> through it. i have already created a room and i am able to walk
> >>>>>>> through but i dont know if i took the right way to create it. Now i
> >>>>>>> just want to get some general questions.
>
> >>>>>>> For the First person view, to walk through my room i decided to took
> >>>>>>> the SpringCam. Would you use SpringCam too or is there an other, maybe
> >>>>>>> better way? My Problem with SpringCam is that the relations of Walls,
> >>>>>>> floor and roof seem to be broken. if i take the measurments of my room
> >>>>>>> at home and project them to away3d it seems to be incorrect. my walls
> >>>>>>> at home are 2,20 meters so i tried to make 220px in away. my cube,
> >>>>>>> which i follow with springcam, i place at y = 180 because i thought, i
> >>>>>>> am 1,80meters. but this gets a bad result in relation to the other
> >>>>>>> elements. You know? what is a good way to go there? i can solve this
> >>>>>>> problem if i set the height down and keep the widths but that isnt
> >>>>>>> what i want.
>
> >>>>>>> Another question is how to create a room. I created my rooms
> >>>>>>> exclusively by taking planes for each wall or floor or roof, but some
> >>>>>>> guys say you should use a cube. Of yourse when i just want to create
> >>>>>>> an easy room with 4 walls i can take a cube but what when the room has
> >>>>>>> no symmetrie or for example windows? Is there a trick to handle this
> >>>>>>> or are planes the right way?
>
> >>>>>>> In dependence on this ... how to create a rounded wall or other
> >>>>>>> rounded selfmade elements? What can i use? I heared something about
> >>>>>>> SegmentExtrude, LinearExtrude or PathExtrude but i cant get detailled
> >>>>>>> information about this classes and how to handle them. What leads to
> >>>>>>> my last point.
>
> >>>>>>> What is the best way to get used with away3d? How can i learn away3d
> >>>>>>> the best way? Where should i have the information how to use
> >>>>>>> SegmentExtrusion for example. It seems to be more than two lines of
> >>>>>>> code. if someone takes the time to help me and answer me my questions
> >>>>>>> i would be very happy and grateful.
>
> >>>>>>> Sorry for my bad english.
>
> >>>>>>> Greetz Manu
>
> >>>>>> --http://www.derschmale.com-Hidequotedtext-
>
> >>>>>> - Show quoted text -- Hide quoted text -
>
> >>>> - Show quoted text -