var bf:BlurFilter = new...

for var x loop over yourmaps
        BitmapData(yourmaps[x]).applyFilter(bf);

thats by AS code. PS or any other app would do just fine.

Fabrice


On Sep 10, 2010, at 2:31 PM, le_unam wrote:

> where should i apply a simple blur filter? with photoshop seperatly?
> or with prefab? how can i do this?
> 
> On 10 Sep., 13:16, Fabrice3D <[email protected]> wrote:
>> no. but you can do this using simple blurfilter and apply to your map.
>> may be i'll add more edit map features in future...
>> 
>> only point light is supported atm.
>> 
>> Fabrice
>> 
>> On Sep 10, 2010, at 11:39 AM, le_unam wrote:
>> 
>>> is it possible to create the blur without any lights? cause the
>>> renderer only does anything when lights fall onto my textures, but the
>>> lights always look very strange ... do you have a tipp for a default
>>> normal light ... like the sun?
>>> directional light isnt in prefab right?
>>> On 10 Sep., 10:20, le_unam <[email protected]> wrote:
>>>> thank you ... you were nearly right ... i didnt recognize the max
>>>> width and height, but that wasnt really my problem ... coincidentally
>>>> my texture baking in c4d had the same max and min width for default as
>>>> your prefab ... so my exports had this 512 max`s. now i try to export
>>>> them larger and maybe it will look better = )
>> 
>>>> thank you!!
>> 
>>>> On 10 Sep., 10:02, Fabrice3D <[email protected]> wrote:
>> 
>>>>>> when i see your demos everything looks so nice and i dont see those 
>>>>>> "errors" :-/
>> 
>>>>> There's no hidden Fabrice only "make things nice btn", I promess :))
>> 
>>>>> Aside possible aliasing (anti being on my todo) I think you missed the 
>>>>> point of the max size settings of the rendering.(next to render btn).
>>>>> You probably render at lower sizes, select one mesh in renderlist, and 
>>>>> look the sizes displayed above the original and your rendered information.
>>>>> These lines are rounding errors that occur when huge diffs are found 
>>>>> between source and destination map.
>>>>> When antialiasing will be implemented, these lines will never occur again.
>> 
>>>>> note that if you render in raytracing, and have (via prefs) set render 
>>>>> own shadows to true, that indeed, you may get artefacts. this feature 
>>>>> requires a specific mapping
>>>>> and some experience.
>> 
>>>>> Fabrice
>> 
>>>>> On Sep 10, 2010, at 8:16 AM, le_unam wrote:
>> 
>>>>>> Hey Fabrizio ^^
>> 
>>>>>> ehm i still have some quality problems. everything in my scene looks
>>>>>> to much unreal and very low-qualitied. how can i change this. also i
>>>>>> got some pixelerrors at the edges of the cubes which are close to each
>>>>>> other. so when i have to cubes which are directly close to another so
>>>>>> that it builds only one bigger cube i got some small black lines
>>>>>> rendered where the cubes get together. is this normal? ^^ shouldnt be.
>>>>>> when i see your demos everything looks so nice and i dont see those
>>>>>> "errors" :-/
>> 
>>>>>> On 9 Sep., 08:49, le_unam <[email protected]> wrote:
>>>>>>> ah okay forget the blur ... i got it, thanks
>> 
>>>>>>> On 8 Sep., 16:57, Fabrice3D <[email protected]> wrote:
>> 
>>>>>>>> if you look at video, you will see there is a preview camera... if you 
>>>>>>>> enter, like in video the size of the camera bound box,
>>>>>>>> you should see very quickly if your scale matches your model or not.
>>>>>>>> In this case, close the panel, rescale model (left btn on scene), and 
>>>>>>>> repeat bsp export.
>> 
>>>>>>>> For the few bsp's world I've builded, It was handy to have size ranges 
>>>>>>>> of 60 to 90k. Considering your test model, you should at least blow it 
>>>>>>>> up by 10 or more.
>> 
>>>>>>>>> Another question for me is how to smooth the textures? is there a
>>>>>>>>> chance? in prefab?
>> 
>>>>>>>> antialiasing is on my todo, for now, passing a blur value of 2 or more 
>>>>>>>> is the only option available.
>> 
>>>>>>>> Fabrice
>> 
>>>>>>>> On Sep 8, 2010, at 4:24 PM, le_unam wrote:
>> 
>>>>>>>>> Hey Fabrice can you please tell me how to handle correct the boundsmin
>>>>>>>>> and boundsmax for simulation of a normal person? all my tries result
>>>>>>>>> it looking through the walls when standing too close. How can i make
>>>>>>>>> it right?
>>>>>>>>> Another question for me is how to smooth the textures? is there a
>>>>>>>>> chance? in prefab?
>> 
>>>>>>>>> thank you
>> 
>>>>>>>>> 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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