ehm ... as i see, the awdata-class adds the materials only with an array, so i dont understand why adding them to the central material library after that. Of course, then they are accessable later but as i tried, it has no effect to change the materials in the central material lirbrary. is there any chance to say "now look in the central material lirbrary, look for updated materials and apply them them to meshes? my thoughts were, that i add all materials to the central mat lib with same values as awdata would do and delete the cent mat lib - adds in awdata, so that the awdata would take my images instead. but this doesnt work, because it seems that it doesnt matter what is in cent mat lib cause it works with the _materials array. But any reason must be there that all images are added to the cent mat lib. hope you understand what i want to say.
On 21 Okt., 10:35, le_unam <[email protected]> wrote: > hey ehm im sorry but i still have some questions about loading. i > understand bulkloader and i can work with it, but i dont understand > where/how to make it work with prefab as. how did you did it? do you > have small example for me? did you do it with an extra swf which loads > the away swf in it? or did you add the bulk code into the away as > file? please please give me some explainations again :) > > On 20 Okt., 14:45, 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 > > > > > > > > preloader cause 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 with prefab? 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]
