Do you do like this?
[..]
ResourceManager.instance.addEventListener(ResourceEvent.RESOURCE_RETRIEVED,
onResourceRetrieved);
ResourceManager.instance.addEventListener(LoaderEvent.LOAD_ERROR,
onResourceLoadingError);
ResourceManager.instance.addEventListener(LoaderEvent.LOAD_MAP_ERROR,
onResourceMapsLoadingError);
ResourceManager.instance.getResource("mymd2url.md2" );
}
private function onResourceRetrieved(e : ResourceEvent) : void
{
_mesh = Mesh(e.resource);
BitmapMaterial(_mesh.material).bitmapData = myDiffuseMap;
Fabrice
On Mar 2, 2011, at 7:53 PM, Andrew wrote:
> I tried :
>
> _meshMaterial = new BitmapMaterial(new Texture().bitmapData);
> _mesh = Mesh(_resourceManager.getResource("assets/modelpack25/
> generator.md2"));
> _mesh.material = _meshMaterial;
>
> It's still coming up white.
>
> -Andrew
>
> On Mar 2, 1:35 pm, Andrew <[email protected]> wrote:
>> Hey, I have a quick questions about using MD2 Models and Applying
>> Material.
>>
>> I noticed in the LoaderMD2Test.as that it uses the:
>>
>> var material : DefaultMaterialBase;
>>
>> material = DefaultMaterialBase(_mesh.modelMaterial);
>>
>> material.normalMap = new Norm().bitmapData;
>> material.specularMap = new Spec().bitmapData;
>> material.diffuseMethod = new EnvMapDiffuseMethod(_diffuseMap);
>>
>> Is the DefaultMaterialBase inheriting the skin that is used on
>> the .MD2 model.
>>
>> I added another MD2 model and changed the skins but I'm not getting
>> the skin to be applied.
>>
>> When I removed the normalMap, Spec, & Diffuse it's basically just a
>> mesh with white.
>>
>> Can anyone lead me to get just the blank mesh with the default skin
>> that is currently textured on it.
>>
>> I tried just using:
>>
>> var material : BitmapMaterial = new
>> BitmapMaterial(Texture().bitmapData, true, false, true);
>> material = BitmapMaterial(_mesh.material);
>> material.normalMap = new Norm().bitmapData;
>>
>> Texture() is the class Embed associated with the regular texture. I'm
>> sure im doing this completely wrong.
>>
>> Thanks,
>> -Andrew