everithing works smooth and easy for me i´ve just done it i minutes
testerday night with no effort.
Now i´m going to do a much more detailed one with all this info.

Thanks again this is too much.
allready at www.fernandocabello.eu
I´m actually implementing some text and make it nicer, but the basics
are there..
Feel of course free or let me know where to show it properly. Hope you
all like.



On Jan 8, 11:14 pm, Fabrice3D <[email protected]> wrote:
> I did for BBC 64 F1 race tracks with multiple paths and extrusions, all 
> dynamics.
> The tool I dev back then was far less extended than v2 which I've added to 
> Prefab later on.
> So I would say, I'm pretty sure the app could manage to help you at some 
> level.
>
> Some features are not implemented (yet) in Prefab, and not very well known I 
> think. While added to Away repo at least 3 years ago.
> such as PathDuplicator. which allows you to add objects along the track 
> distributed as you want.
> Think here like some lights, direction panels, gravels, buildings... any mesh 
> you want. They are automatically aligned to the path.
> with some experience you can then have a very rich track at very little 
> coding cost. fully dynamic, meaning the track loads and is on screen
> faster than fully defined versions.
> You also can combine the meshes with HeightMapModifier.as. Think here for 
> instance as meshes representing rocks on a side of a montain road.
> This allows you to break the regularity of the rocks and make it look like 
> its all unique...
>
> as Michael says, the as3 path exports should be enough, either you choose to 
> export the geometry from Prefab or simply use prefab to define/test the 
> profile and the path.
> you also can export as awp, directly from the path editor in case you would 
> want to reedit the path(s) you define.
>
> Note that if you would want to export some animation, there is a known issue 
> on Windows, where only one of the 2 expected classes is exported (hope fix 
> this one soon)
>
> > Aswell i´v got problems with the size..when import a model from max to 
> > prefab...
>
> Can you be more specific on this one? Let me take a shot.
> I suppose you want place stuff from max at same scale of your Prefab path/mesh
>
> Simply make a path extrude in Prefab, export as obj, import in max. scale al 
> other objects to this output.
> Depending on settings, prefab's obj file might be inverted on x axis. There 
> is a right handed option on exporter...
>
> Hope you'll post here your baby once we can take a ride on it!
>
> Fabrice
>
> On Jan 8, 2011, at 10:12 PM, Michael Iv wrote:
>
> > Prefab path extruder makes the job perfectly
>
> > On Sat, Jan 8, 2011 at 11:08 PM, amigo <[email protected]> wrote:
> > I´m wondering wich be the best way to do (generate) a circuit for a
> > racing game.
>
> > Model in 3dMax a huge track and imported?.. This seems slow for the
> > computer to deal with all data.
> > maybe some terrain generator that follows a patern?.
>
> > I´v tried as well Fabrice video tuto with build it with Prefab works
> > very well except for a couple issues that problably i sorted out like
> > Y axis when imported to away3d..
> > Aswell i´v got problems with the size..when import a model from max to
> > prefab...
>
> > my little racing game is going fast.....................
>
> > Thanks again and again...
>
> > --
> > Michael Ivanov ,Programmer
> > Neurotech Solutions Ltd.
> > Flex|Air |3D|Unity|
> >www.neurotechresearch.com
> >http://blog.alladvanced.net
> > Tel:054-4962254
> > [email protected]
> > [email protected]
>
>

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