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 -
