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 > >
