Awesome, thanks for clarifying that Fabrice. -Andrew
On Mar 2, 4:41 pm, Fabrice3D <[email protected]> wrote: > Like in all engine versions; it can be nice to be able to set position of the > handle before its loaded or rotations. > but you must wait that everything is surely loaded before do anything else. > also now, we have greatly improved the loading, Means that when this event is > fired everything is parsed and loaded. that includes the maps. > > soon there will be parsing and loadingresource progresses events available > too. > > In the examples, like the head demo, the sources are embeded and the obj file > doesn't have material info(mtl) > so then its different. You can use the parsedata method and you have it all > ok. > > Fabrice > > On Mar 2, 2011, at 10:22 PM, Andrew wrote: > > > Nope! That must be why. Ill rewrite it and test out using the > > RETRIEVED listeners and let you know if that works. > > > On Mar 2, 3:30 pm, Fabrice3D <[email protected]> wrote: > >> 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
