> the problem lay in my code and not Away3D or preFab.
happends to me everyday! :))

Fabrice

On Dec 8, 2010, at 6:48 PM, John Wilson wrote:

> Hi Guys,
> 
> Well I have fixed the problem, but I have no idea how (which is a
> little irritating).  Thanks for your responses, they guided me towards
> a solution by showing me the problem lay in my code and not Away3D or
> preFab.
> 
> Regards,
> 
> John Wilson
> 
> On Dec 8, 12:56 pm, John Wilson <[email protected]>
> wrote:
>> Hi Fabrice,
>> 
>> I hav made a Away3d 3.5 version.  It works if I use the .as file
>> preFab exports (although it ignores the customPath for images - it
>> only works if I have no customPath at all), but if I use my code can
>> still see through walls that I approach on the z axis when the cameras
>> z position is decreasing.
>> 
>> I guess I'll go through your code line by line making it like mine
>> until something breaks.
>> 
>> I'll post my findings.
>> 
>> Thanks,
>> 
>> John Wilson
>> 
>> On Dec 8, 11:22 am, Fabrice3D <[email protected]> wrote:
>> 
>> 
>> 
>>> 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 -- Hide quoted text -
>> 
>>> - Show quoted text -- Hide quoted text -
>> 
>> - Show quoted text -

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