> I did not even know about this :)
today is a great day for you :))

> AwayConnector.send(plane) call because preFab shows a message in green
> saying "Receiving data... 0%
should not be... but for the sake of trying, can you test with a sphere?
may be it goes so fast for  plane events are not triggered...
will test that as well later on..

but since you can generate a plane directly into prefab why bother...
just give it the dimensions you need and apply a texture representing your 
terrain, then start add anchors...

you can save your path for later on edits in path editor panel, and you have 
also export path to AS3 from menu.
in your case you will have to use the <3.4 which should run ok in f9

btw why not working in f10? There is a significant speed improvement....

Fabrice

On Oct 14, 2010, at 4:23 PM, jonny wrote:

> I did not even know about this :)
> 
> I have downloaded it. Now im trying to import the Plane object from my
> project using the AwayConnector class.
> 
> preFab recognizes the connection when i make the
> AwayConnector.send(plane) call because preFab shows a message in green
> saying "Receiving data... 0%" but then it stays like that forever
> without importing the object.
> 
> What am I doing wrong? Does preFab work with the FP9 version of Away3D
> library? I am using v2.5.2.
> 
> On Oct 14, 2:28 pm, Fabrice3D <[email protected]> wrote:
>> why not use prefab?
>> 
>> On Oct 14, 2010, at 1:18 PM, jonny wrote:
>> 
>> 
>> 
>>> Fabrice,
>> 
>>> I built my track using a topdown image of a race track. I then used a
>>> bitmapmaterial using that bitmapdata and applied it to a plane.
>> 
>>> I want to do what you suggested with the paths. Is there an easy way
>>> for me to work out the path coordinates around this track? I could
>>> drive around the track with my camera and trace out the coordinates
>>> but there is probably an easier way right?
>> 
>>> Thanks
>> 
>>> On Oct 13, 10:30 pm, jonny <[email protected]> wrote:
>>>> Thank you Fabrice - you the man! This should be great for me to get
>>>> started.
>> 
>>>> On Oct 13, 9:16 pm, Fabrice3D <[email protected]> wrote:
>> 
>>>>> http://www.algorithmist.net/closestquad.html
>>>>> On Oct 13, 2010, at 9:37 PM, jonny wrote:
>> 
>>>>>> Thanks for the insight Fabrice.
>> 
>>>>>> I am trying to find the demo you are talking about but not having much
>>>>>> luck.
>>>>>> Is this the right website?http://lab.polygonal.de
>> 
>>>>>> Do you have a link to the demo?
>> 
>>>>>> On Oct 13, 7:49 pm, Fabrice3D <[email protected]> wrote:
>>>>>>> If you know the path, you also know it starts at 0 and ends at 1. That 
>>>>>>> is a direction.
>>>>>>> In order to 'read' where you are you need to define the nearest point 
>>>>>>> on curve, then read the time. You need to save this number and chech if 
>>>>>>> greater, if not, you are going back.
>> 
>>>>>>> Polygonal made a nice demo, and his framework does all the complex 
>>>>>>> stuffs for you.
>> 
>>>>>>> Hope it helps a bit.
>> 
>>>>>>> Fabrice
>> 
>>>>>>> On Oct 13, 2010, at 19:26, jonny <[email protected]> wrote:
>> 
>>>>>>>> Hi,
>>>>>>>> I am building a driving game using Away3D. The perspective is first-
>>>>>>>> person so the view of the camera is the actual cockpit view if you
>>>>>>>> like. I am using a collisionMap to detect when you drive off the road,
>>>>>>>> once you drive off the road, the car will slow down to a stop and at
>>>>>>>> that point I want to place the car back on the road facing the right
>>>>>>>> direction so the car can continue driving. What I am planning to do to
>>>>>>>> achieve this is as follows:
>> 
>>>>>>>> Create another collisionMap and split the track up into many colour
>>>>>>>> coded segments, then I will allocate each color-coded segment an
>>>>>>>> "ideal" position (x,y,z). I will then detect what colour area the car
>>>>>>>> drove off track. I can then place the car back on the track at that
>>>>>>>> ideal position.
>> 
>>>>>>>> This is my plan but I am not sure if this is the best way as I am only
>>>>>>>> just beginning to work with Away3D.
>> 
>>>>>>>> Is there a better way?
>> 
>>>>>>>> I have briefly looked at Path Animations but that seems more
>>>>>>>> applicable to animating along a predefined path. Although it does seem
>>>>>>>> like something could be done with paths. I need to make sure the
>>>>>>>> camera/car is facing the right way when i put it back on the road.
>> 
>>>>>>>> Your recommendations would be most helpful.
>> 
>>>>>>>> Many Thanks!- Hide quoted text -
>> 
>>>>>>> - Show quoted text -- Hide quoted text -
>> 
>>>>> - Show quoted text -- Hide quoted text -
>> 
>>>> - Show quoted text -- Hide quoted text -
>> 
>> - Show quoted text -

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