hey i tried a little bit and i found the centralmateriallirbary ... my
thoughts were that i replace the materials of centralmateriallirbrary
with my materials. that works when tracing the materials, but in the
tree the original materials are shown. where are the
centralmateriallirbrarie-materials loaded to the bsp_tree? i dont want
to add my loader code to the awdata class. hope you understand what i
want to say ^^

On 22 Okt., 19:20, "[email protected]" <[email protected]>
wrote:
> Not followed all this thread but...
>
> In AWData class around line 242, the materials are set
>
> var matBitmap:BitmapFileMaterial = new BitmapFileMaterial(resolvedP
> +line)
>
> if you look at the file loaded you will see the materials are defined  
> near the end of the file.
>
> Its easy loading your own materials ( so don't bother with  
> bulkloader ) but not so easy to overwrite AWD materials with the  
> current way the AWData and BSPTree are set up as once the material is  
> set on the BSPTree it is set on every face, there is a replaceMaterial  
> method, but it assumes you know the CentralLibrary material used so  
> that you can search and replace on every face to do the swap.
>
> Take a look at my posts on the ghost material they may give you some  
> ideas as was trying similar stuff.
>
> Cheers
>
> ;j
>
> On 22 Oct 2010, at 13:44, le_unam wrote:
>
> > thank you fabrice = )
>
> > i will try it as you say, my thoughts were that anywere must awdata be
> > told where to get the images, but now i think this is set by default
> > and only if you want to change something you have to add something, so
> > i can search my whole live for this ^^
>
> > well of course i tried the caching thing and it doesnt work ... the
> >preloaderloads all images then hte 3d starts and all images come up
> > step by step again, so its double loaded. when i dont start the whole
> > 3d after loading, but only call the _view.render after loading it
> > seems to work, but i cant be sure that the images are double loaded
> > too, in the background. i think they will, so i want to go a safe way.
> > i try to follow your explaination. i think i understand what you want
> > to tell me ... thank you very much.
> > and dont forget, i`m really very sorry ;-)
>
> > On 22 Okt., 14:32, Fabrice3D <[email protected]> wrote:
> >> really really really last time :))
>
> >>> my problem is that i dont know where and how awdata defines a
> >>> material, cause in the as-file is nothing like bitmap
>
> >> AWData is in loaders package, it has nothing to do with the as  
> >>Prefaboutputs.
> >> search in AWData class "BitmapFileMaterial" and reread (carefully)  
> >> previous mail
>
> >> in the as thatPrefaboutput or in your project file,
> >> just add a listener to start the render once your bulkloader as  
> >> done its job
>
> >> Again: have you tried feed your bulkloader with the urls (to be  
> >> found in the awd file)
> >> and simply start your project after that?
> >> Chances are that all images are cached and will be displayed at  
> >> init with zero code changes!
>
> >> Fabrice
>
> >> On Oct 22, 2010, at 1:55 PM, le_unam wrote:
>
> >>> thanks for spending so much time for me  ... well i dont want to get
> >>> the whole code for my problem, so i dont want to use copy and paste
> >>> and i can follow your instructions and i know what you want to tell
> >>> me. my problem is that i dont know where and how awdata defines a
> >>> material, cause in the as-file is nothing like bitmap or  
> >>> bitmapfile or
> >>> bitmapfilematerial. im sure i have to look more behind, but some  
> >>> words
> >>> like "parse" dont have any clear meaning for me, so its difficult  
> >>> for
> >>> me. cant you tell me simple where the awdata defines the material?  
> >>> the
> >>>prefabcode for this is everytime same isnt it? it would be really
> >>> nice and this really will be my last question for this thing. you
> >>> helped me very well with your informations, although it looks like  
> >>> you
> >>> didnt ^^
>
> >>> On 22 Okt., 11:52, Fabrice3D <[email protected]> wrote:
> >>>> I do not recall speak about loaders anywhere.
>
> >>>> Let me try one last time:
>
> >>>> where AWData defines a material, it uses bitmapfilematerial
>
> >>>> replace that with a normal bitmapMaterial
> >>>> make a tmp bitmapdata like 16x16
> >>>> pass it to material.
>
> >>>> --> now you have replaced "load automatically the source image"  
> >>>> by "I make a temp material with very tiny image"
>
> >>>> Add after that your queue object or whatever name that is in the  
> >>>> api you use
>
> >>>> var queueItem:QueueItem =  new QueueItem(urlfile, material);
> >>>> yourWhateverBulkLoader.addToQueue(queueItem);
> >>>> you probably will have to import your class in awd for this.
>
> >>>> --> now you have passed to your api, the url to load the image,  
> >>>> and the material refference
>
> >>>> in the event where your queueloader triggers per loaded image
> >>>> somefunctionImageLoaded(queueLoaderEvent:QueueLoaderEvent):void
> >>>> {
> >>>>         BitmapMaterial(queueLoaderEvent.data).bitmap =  
> >>>> queueLoaderEvent.bitmapdata;
>
> >>>> }
>
> >>>> --> each time an image is loaded,  you replace the 16x16 tmp  
> >>>> bitmap by the right one that has just finished to load
>
> >>>> In your main project:
> >>>> yourWhateverBulkLoader.addONEverythingLoaded(startawd);
>
> >>>> --> when all images are loaded, its time to start the 3d party.  
> >>>> all materials will have the propper bitmap set
>
> >>>> Again, do not copypaste or argue on methods name, its a  
> >>>> speudocode principle to show you how to implement.
> >>>> It will very on api and your project construct.
>
> >>>> But if you simply load all your images first then start your  
> >>>> project when all loaded as now, with zero changes
> >>>> the images to be loaded by awdata (already preloaded by the  
> >>>> bulkloader) are probably cached and would be there instantly.
>
> >>>> Fabrice
>
> >>>> On Oct 22, 2010, at 11:16 AM, le_unam wrote:
>
> >>>>> well i`m sure for you its no problem, but im not a pro like you ^^
> >>>>> maybe you can help me when i give you some code.
>
> >>>>> as you know the awdata-line is the following:
>
> >>>>> _tree = BSPTree(AWData.parse(new BSPFile()));
>
> >>>>> i get access to the loaded images like this:
>
> >>>>> loader.getBitmap("filename.jpg");
>
> >>>>> what can i do with this? how can i change the awdata line :-/
>
> >>>>> im really sorry for my missing knowledge
>
> >>>>> On 21 Okt., 17:21, Fabrice3D <[email protected]> wrote:
> >>>>>> as I wrote in previous mail, just alter the awdata where it  
> >>>>>> generates the bitmapfileMaterial
>
> >>>>>> you could have a tmp small bmd, to pass instead of using  
> >>>>>> bitmapfilematerial, then when loaded asign it to the material  
> >>>>>> predefined.
> >>>>>> dunno what these loaders api are doing, but building a loading  
> >>>>>> queue is not rocket science. All you need is pass to queue item  
> >>>>>> the ref to the material.
> >>>>>> This would require one or two lines changes in awdata to be  
> >>>>>> fully working.
>
> >>>>>> Fabrice
>
> >>>>>> On Oct 21, 2010, at 2:05 PM, le_unam wrote:
>
> >>>>>>> how can i tell the _tree = BSPTRee(AWData.parse .... should  
> >>>>>>> get the
> >>>>>>> images from the library than from images-directory?
>
> >>>>>>> On 21 Okt., 12:33, Michael Iv <[email protected]> wrote:
> >>>>>>>> That what I meant under "commercial project " :)
>
> >>>>>>>> Sent from my iPhone
>
> >>>>>>>> On Oct 20, 2010, at 2:45 PM, banal <[email protected]> wrote:
>
> >>>>>>>>> You probably misread the license then. It is free for  
> >>>>>>>>> commercial use,
> >>>>>>>>> *except* for projects where you charge a fee from the users  
> >>>>>>>>> that are
> >>>>>>>>> using the product.
> >>>>>>>>> In the words of the author:
> >>>>>>>>> ----
> >>>>>>>>> The code will be used in a commercial game, web site,  
> >>>>>>>>> component, or
> >>>>>>>>> software product for which a usage/access/license/
> >>>>>>>>> microtransaction fee
> >>>>>>>>> is collected from multiple customers.
> >>>>>>>>> ----
>
> >>>>>>>>> That's the only case where you need to buy a "commercial"  
> >>>>>>>>> license. In
> >>>>>>>>> most cases, this doesn't apply.
>
> >>>>>>>>> On Oct 19, 2:41 pm, Michael Iv <[email protected]> wrote:
> >>>>>>>>>> You are absolutely right it is even better in some aspects  
> >>>>>>>>>> than Bulk BUT it
> >>>>>>>>>> is not free for commercial use.
>
> >>>>>>>>>> On Tue, Oct 19, 2010 at 2:39 PM, banal <[email protected]>  
> >>>>>>>>>> wrote:
> >>>>>>>>>>> Slightly off-topic, but if you like BulkLoader, have a  
> >>>>>>>>>>> look at
> >>>>>>>>>>> "LoaderMax" (https://www.greensock.com/loadermax/).
> >>>>>>>>>>> It's my new Bulk-Loader of choice :-)
>
> >>>>>>>>>>> On Oct 18, 12:58 pm, Michael Iv <[email protected]>  
> >>>>>>>>>>> wrote:
> >>>>>>>>>>>> You may use open source BulkLoader (see gogle code)  
> >>>>>>>>>>>> powerful lib for
> >>>>>>>>>>>> managing multiple loads
>
> >>>>>>>>>>>> On Mon, Oct 18, 2010 at 12:49 PM, le_unam  
> >>>>>>>>>>>> <[email protected]> wrote:
> >>>>>>>>>>>>> what does bulk load mean? never heard about it = /
>
> >>>>>>>>>>>>> On 18 Okt., 12:34, Fabrice3D <[email protected]> wrote:
> >>>>>>>>>>>>>> Just bulk load the images, once loaded you init the awd  
> >>>>>>>>>>>>>> file
>
> >>>>>>>>>>>>>> Fabrice
>
> >>>>>>>>>>>>>> On Oct 18, 2010, at 11:48 AM, le_unam wrote:
>
> >>>>>>>>>>>>>>> Hey, i have finished my first bsp project and now i  
> >>>>>>>>>>>>>>> want to create
> >>>>>>>>>>> a
> >>>>>>>>>>>>>>>preloadercause it is not really nice, if the user has  
> >>>>>>>>>>>>>>> a white
> >>>>>>>>>>> screen
> >>>>>>>>>>>>>>> first and the textures show up step by step. so how to  
> >>>>>>>>>>>>>>> do a
> >>>>>>>>>>>preloader
> >>>>>>>>>>>>>>> when created a project withprefab? any tipps?
>
> >>>>>>>>>>>> --
> >>>>>>>>>>>> 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]
>
> >>>>>>>>>> --
> >>>>>>>>>> Michael Ivanov ,Programmer
> >>>>>>>>>> Neurotech Solutions Ltd.
> >>>>>>>>>> Flex|Air 
> >>>>>>>>>> |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp
> >>>>>>>>>> ://www.meetup...
> >>>>>>>>>> Tel:054-4962254
> >>>>>>>>>> [email protected]
> >>>>>>>>>> [email protected]

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