This is where I am confused. Model loads and processed properly, but
there is a certain lag and a trace error.
I have a .pcx file, came with the model.

but sure, I'll figure something in the meantime that you are trying to
better away3D.

Cheers.

On Sun, Nov 28, 2010 at 3:47 PM, Fabrice3D <[email protected]> wrote:
> 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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