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 >>> >>> > >
