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

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