yeah, I know I will die poor :) On Oct 14, 2010, at 4:38 PM, Michael Iv wrote:
> Fabrice you should invest more in promotion of you App ;)) > > On Thu, Oct 14, 2010 at 4:36 PM, Fabrice3D <[email protected]> wrote: > > 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 - > > > > > -- > Michael Ivanov ,Programmer > Neurotech Solutions Ltd. > Flex|Air |3D|Unity| > www.neurotechresearch.com > http://blog.alladvanced.net > http://www.meetup.com/GO3D-Games-Opensource-3D/ > Tel:054-4962254 > [email protected] > [email protected] >
