one of the very few help/tut I have so far
http://www.youtube.com/watch?v=D-YKdVsO07s


On Oct 14, 2010, at 5:02 PM, jonny wrote:

> Ok yes it did work with a sphere so it must be something to do with
> planes.
> 
> In preFab I created a plane primitive and applied a texture to it. Now
> I cant quite work out how to add anchor points for my path.
> 
> I do Geometry->Path Editor
> 
> Then I create a New Path in the Path Editor window. In this window I
> can click points which will define the anchor points in the path but
> the Path Editor Window does not show the texture, I have to keep
> looking in the main window to see where I should be placing them. Im
> not sure if im doing this correctly? Am I able to see the texture
> somehow in the Path Editor?
> 
> Great App by the way - very impressive!
> 
> P.S Im not working in f10 purely because we only have CS3 in the
> office. Hopefully getting an upgrade soon :)
> 
> On Oct 14, 3:38 pm, Michael Iv <[email protected]> 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.comhttp://blog.alladvanced.nethttp://www.meetup.com/GO3D-Games-Opensource-3D/
>> Tel:054-4962254
>> [email protected]
>> [email protected] Hide quoted text -
>> 
>> - Show quoted text -

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