Yes that would work, but what's the point? Why don't you explain first what you want to do?
Fabrice On Mar 22, 2011, at 9:50 AM, mastrobardo wrote: > tnx for the reply .... so , to have a 'clean' tree , what is the best > solution ? Export a big blank cube (is it possible to export it > without texture?) an 'limit , and then add , or add object directly in > prefab? > > On Mar 21, 7:06 pm, Fabrice3D <[email protected]> wrote: >> The data stored in the awd file is the tree. It defines a precalculated >> space in which you can add models into as you please. >> >> Fabrice >> >> On Mar 21, 2011, at 18:05, mastrobardo <[email protected]> wrote: >> >>> hi all guys , im a total noob with away 3d , and i have some questions >>> (if they are stupids , forgive me) ... >>> 1. first of all : BSPTreeCollider : i coding a racegame ( a prototype >>> for now) , and i found some resource here and there , on prefab usage >>> etc etc ... the question is : Can i initialize an empty tree(without >>> any prefab file) , and add objects later? Cause the compiler , when i >>> try , fail on adding a null object... to be clear: >> >>> usually ( on every posts i saw around) , everyone make so : >> >>> _tree = BSPTree(AWData.parse(new BSPFile(), {customPath:"./ >>> images/"})); >>> _view.scene.addChild(_tree); >> >>> but can i do something like : >> >>> _tree = new BSPTree(); >>> _view.scene.addChild(_tree); >>> var s:Sphere = new Sphere( { radius:500 , y: -500 } ); >>> s.collider = true; >>> _tree.addChild(s); >> >>> this is really driving me crazy , any helps really appreciated. >> >>
