Fabrice? Can you please help me? Or maybe someone else? = (

On 10 Jun., 10:26, le_unam <[email protected]> wrote:
> 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 -

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