its because they hold an alpha channel
when Prefab saves an image it compares the transparent prop of the bitmapdata's.
if it detects one, it saves as png else jpg. and having an uncompress png of 
this size will indeed require some data :)

but the main problem is not that its doing this way, as you easly can swap them 
afterwards. you model is reusing this huge maps over and over
there is no need to do so.

in v1 of prefab, I had implemented a prop export as jpg/png to be set by hand. 
Because it required lots of edits by hand, I choosed to do it automatically 
instead.
but may be its a good idea to mix now as projects become bigger. Where unless 
its specified, it would export like now or,  as jpg or png if specified per 
mesh/map.

Fabrice 
 
On Sep 7, 2010, at 2:24 PM, le_unam wrote:

> hey thank you for testing ... hmm could you figure out something about
> the texture-sizes? my texture-sizes are 10x bigger when it comes out
> from prefab as you said, too. is it cause of the new version?
> 
> Manu
> 
> On 6 Sep., 11:11, Fabrice3D <[email protected]> wrote:
>> Hey le_unam,
>> Works on my machine
>> but it takes time during to export, I've noticed that for some strange 
>> reason the pngs
>> generated are 8.2 MB's on my machine.
>> 
>> Hope its not some new issue with the latest 2.03 runtime and the png class...
>> 
>> Fabrice
>> 
>> On Sep 6, 2010, at 9:46 AM, le_unam wrote:
>> 
>>> hey maybe you can try it with my obj ... i zipped it for you ...
>>> http://eyearmedia.de/fliesen_tapete_treppenhaus.zip
>> 
>>> would be nice thanks ;-)
>> 
>>> On 6 Sep., 09:34, Fabrice3D <[email protected]> wrote:
>>>> just made some tests bsp exports from simple cube, with as3 or without, 
>>>> all seems ok to me.
>> 
>>>> Fabrice
>> 
>>>> On Sep 6, 2010, at 8:16 AM, le_unam wrote:
>> 
>>>>> hmmm?
>> 
>>>>> On 3 Sep., 15:21, le_unam <[email protected]> wrote:
>>>>>> hey, ehm now i created my building with all the rules for bsp
>>>>>> generator and when i import my modell and create the bsp no warnings
>>>>>> or error messages appear, but now it just creates the awd file ...
>>>>>> without the images folder and as file, but i have activated export
>>>>>> project files ... and until the last tests it worked ... does anybody
>>>>>> know something about this?
>> 
>>>>>> On 30 Aug., 11:00, Fabrice3D <[email protected]> wrote:
>> 
>>>>>>> that you use tiling or not, you'll have to anyway.
>>>>>>> If you want reuse same texture and tile it, you simply have to edit the 
>>>>>>> awd file where each "unique" texture path would be replaced by your 
>>>>>>> single map.
>>>>>>> then, as said in previous message, access the CentralLbrary to set the 
>>>>>>> tiling per material.
>> 
>>>>>>> This is probably a tedious task. If theBSPfeature becomes more popular 
>>>>>>> (as it seams) then it will be worth the work to add more features to 
>>>>>>> ease/automate the processes.
>>>>>>> For now, I'm sorry but thats all we have in the shop :)
>> 
>>>>>>> Fabrice
>> 
>>>>>>> On Aug 30, 2010, at 10:16 AM,le_unamwrote:
>> 
>>>>>>>> thanks fabrice ... ehm so you think i should create one texture for
>>>>>>>> each wall of my building? with adjusted pixel-sizes?
>> 
>>>>>>>> On 30 Aug., 09:54, Fabrice3D <[email protected]> wrote:
>>>>>>>>> not yet right out of the box, but indeed that could be a nice addon.
>> 
>>>>>>>>> Fabrice
>> 
>>>>>>>>> On Aug 30, 2010, at 9:41 AM, bebensiganteng wrote:
>> 
>>>>>>>>>> Hi,
>> 
>>>>>>>>>> that's great! thanks for that. i wonder whether if its possible to
>>>>>>>>>> detect the texture's load progress
>> 
>>>>>>>>>> On Aug 26, 4:58 pm, John Wilson <[email protected]>
>>>>>>>>>> wrote:
>>>>>>>>>>> Hi,
>> 
>>>>>>>>>>> I have posted some hints and tips for creating aBSPTree that may
>>>>>>>>>>> help people with some of the issues that confused me.
>> 
>>>>>>>>>>> To access the material, go to:
>> 
>>>>>>>>>>> http://john-wilson.110mb.com/index.html
>> 
>>>>>>>>>>> Select the "In the City" demo at the top left.  Hope it helps.
>> 
>>>>>>>>>>> John Wilson

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