Thanks, Fabrice.

Already have your last solution: close my eyes and pretend it never
happened AKA material=null

~Wulf

On Sun, Nov 28, 2010 at 5:39 PM, Fabrice3D <[email protected]> wrote:
> thats exactly what I mean: we have no support for pcx right now.
> if you want to avoid the error
> either remove the pcx image in your editor and asign it once model is parsed
> or do not embed the md2, and place an image in jpg or png format and place it 
> next to md2
> the image name must have same name as the pcx id, and pass the pcxConvert var 
> accordingly.
>
> now, since its embedded, so there is no way for flash to load the image as it 
> was based on url md2 itself.
>
> you also can set line 118 of md2 parser in comment and add new line 
> mesh.material = null;
> then apply the material once loaded.
>
> Fabrice
>
>
> On Nov 28, 2010, at 10:19 PM, Little Gray Wolfy wrote:
>
>> 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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