true, but that was just to see if you get same issues regarding desapearing
faces.
you might be probably better off to export a <3.6 .as output and run it just to
see.
use and simple cube to do this export, and replace the awd url of the cube.awd
by your city and reuse your camera/bounds settings from your 3.6 project.
Fabrice
On Dec 8, 2010, at 11:28 AM, John Wilson wrote:
> Hi,
>
> Thanks for the responses, I tried increasing the camera bounds but it
> did not help.
>
> I have just tried the "\branches\bsp-dev\src\away3d" version, but it
> doesn't have the HitTest class and seems to be a 3.5 version (I am
> using 3.6 with Flash Player 10.1).
>
> The setup code I am using is:
>
> private function initAway3D():void
> {
> var spWindow:Sprite = new Sprite();
> spWindow.graphics.beginFill(0xaaaaaa);
> spWindow.graphics.drawRect(0, 0, stage.stageWidth,
> stage.stageHeight);
> spWindow.height = stage.stageHeight;
> spWindow.scrollRect = new Rectangle(0, 0,
> stage.stageWidth,
> stage.stageHeight);
> spWindow.width = stage.stageWidth;
> spWindow.x = 0;
> spWindow.y = 0;
> addChild(spWindow);
>
> spWindow.addChild(view);
> view.x = stage.stageWidth * .5;
> view.y = spWindow.height * .5;
> view.clipping = new NearfieldClipping();
> view.clipping.rect(0, 0, stage.stageWidth,
> stage.stageHeight);
>
> view.camera = cam;
> cam.lens = new PerspectiveLens();
> cam.zoom = 5;
> cam.x = -2745;
> cam.y = -440;
> cam.z = -2578;
> //
> //
> cam.rotationX = -3;
> cam.rotationY = 22;
> cam.rotationZ = 0;
> //
> //cam.x = 1171;
> //cam.z = 3000;
> //cam.rotationY = 180;
> }
>
> private function initBSP():void {
> bspTree = BSPTree(AWData.parse(new BSPFile(), {
> customPath:"./
> walford_images/" } ));
> view.scene.addChild(bspTree);
> bspTree.usePVS = true;
> bspCollider = new BSPCollider(cam, bspTree);
> bspCollider.testMethod = BSPTree.TEST_METHOD_ELLIPSOID;
> bspCollider.flyMode = flightMode;
> bspCollider.maxClimbHeight = 50;
> bspCollider.maxIterations = 4;
> bspCollider.minBounds = new Vector3D(-80, -500 -80);
> bspCollider.maxBounds = new Vector3D(80, 50, 80);
> }
>
> Is there anything else I can tell you that might help?
>
> Regards,
>
> John Wilson
>
> On Dec 8, 9:31 am, Fabrice3D <[email protected]> wrote:
>> Hi John,
>> Prefab code is a bit alienated from official away, its more or less a big
>> mix of 2.5 up to 3.6 with many added Prefab only features.
>> as I need to cover most of the exiting features regarding imports and
>> exports.
>>
>> but when it comes to BSP, it should be 1/1 tho
>>
>> the BSP preview uses simply these two lines to define the View3D
>>
>> _view = new View3D({x:centerX, y:centerY, clipping: new
>> NearfieldClipping()});
>> _view.camera.lens = new PerspectiveLens();
>>
>> if you try the svn/branches/bsp away version, do you get the same issues?
>>
>> Fabrice
>>
>> On Dec 8, 2010, at 10:03 AM, John Wilson wrote:
>>
>>
>>
>>> Hi Again,
>>
>>> I have discovered another wierd thing. When I view the BSP/PVS model
>>> in the preFab preview I cannot see through the walls, but when I run
>>> it within my project I can. I have reset all the BSP constants, camera
>>> settings, etc in my project to those in the .as file preFab exports,
>>> but still I can see through the walls. However, it is only those
>>> walls that lie on the z axis and that I collide with when my camera's
>>> z position is decreasing. In other words it is the walls I hit when
>>> the camera has a rotation between 90 and 270 degrees. Just to be
>>> clear, I can't pass through the walls, I can just see through them.
>>
>>> I can only think there is a difference between the Away3D Graphs or
>>> Physics code that preFab is using and the same libraries in the latest
>>> SVN.
>>
>>> Any help would be greatly appreciated.
>>
>>> Regards,
>>
>>> John Wilson
>>
>>> On Dec 7, 4:40 pm, John Wilson <[email protected]>
>>> wrote:
>>>> Hi,
>>
>>>> This is an odd problem. When I collide with a some walls I can see
>>>> through them, but I cannot walk through them. It only happens with
>>>> walls that are aligned North to South that the camera approaches from
>>>> the East. You can see it happening at:
>>
>>>> http://john-wilson.110mb.com/walford.html
>>
>>>> When the model loads, go forward a few steps, turn to your right and
>>>> take a few steps towards the railway bridge, then turn right again so
>>>> that you are facing a wall with a large advertising poster. Walk into
>>>> the wall. When you hit it you will be able to see though it.
>>
>>>> Any advice would be most welcome.
>>
>>>> Regards,
>>
>>>> John Wilson- Hide quoted text -
>>
>> - Show quoted text -