we do not have yet added a pcx parser. (Still need to add the parser that Makc provided us) so in case you cannot extract this pcx embed in your md2, you need to save a second file with same name as it will replace the embeded pcx file. If you have a png, pcxConvert:"png", same for jpg It needs to be located next to md2 file.
I have never tested how it goes with md2 being embedded tho. But I think there is no way to pass the file I'm affraid... Fabrice On Nov 28, 2010, at 9:05 PM, Little Gray Wolfy wrote: > Howdy, mates. > > Trying to load a tested model into my away3d and getting this error: > "Material source: texture.jpg. Pass pcxConvert:'gif' or 'png' to load > other file types. Filename remains unchanged" > I am very confused because the same code loads fine from another location. > > Here is the code I am using, first line is the culprit. I have all the > includes needed. > var enemyBox:Mesh = Md2.parse(Cast.bytearray(ResourceManager.player3Model)); > > Where ResourceManager has player3Model as an embedded resource: > [Embed(source="models3D/player3/player3.md2", > mimeType="application/octet-stream")] > public static var player3Model:Class; > > I found a few notes on others having the same problem, but I do not > see any solution or insight. > > Thanks. > ~Wulf
