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 »

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