i searched around and i found something like _tree.replaceMaterial, but it seems to doesnt exist anymore. Anything like this to replace materials?
On 26 Okt., 10:34, le_unam <[email protected]> wrote: > 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 > > ... > > Erfahren Sie mehr »
