tnx man ... indeed , im an away3d noob. ill keep u informed on the
work  , tnx again!

On Mar 22, 5:00 pm, Fabrice3D <[email protected]> wrote:
> do you know that pathextrude would be doing this for you. both mesh 
> generation and surface reading? Not only speaking of pathDuplicator that 
> allows you to place all your trees, building following your track.
> Even Elevation can help you if you would build mixing pathExtrude and 
> ElevationReader.
> In case of PathAnimator use, the only thing required would be to allow a 
> range around nearest point of curve to allow free movement of the car along 
> the track (your work)
> tree's, obstacles... they can just be a series or simple rectangles or boxes. 
> distance checks...
>
> I understand the BSP/awd stuff as this charming aspect regarding the 
> automation of the collisions, but keep in mind that moving items (such as 
> other cars) into a tree is a costly thing.
> also as the PVS will not be in there, because you plan work from a simple 
> shape, and push everything inside in one single node just to get the 
> colliders, you will have exactly the same issues
> as in regular scenery build (define who's visible or not for instance) and 
> even have a bigger overhead for nothing...
>
> there are also classes such as Ray that could help you test a hit on a face, 
> the "road" could be a non rendered simplified mesh than you use for your 
> collisions for instance...
> and finally you also have the very inexpensive CollisionMap class, ideal for 
> instance if you place irregular pools of oil, sand on the road that affect 
> speed or trajectory...
>
> Fabrice
>
> On Mar 22, 2011, at 3:06 PM, mastrobardo wrote:
>
> > i want to dinamically add objects , dont want to rely on a static
> > model for collisions.
> > My goal is a car race , where i generate streets and obstacle
> > dinamically : so i will use 'pieces' of track (curve left ,
> > straight ,trees , guardrail , rocks etc), to compose the circuit. So ,
> > i need an empty tree in wich i add my stuff.
> > Ill try the 'empty cube' method , ill post here the results , tnx.
>
> > On Mar 22, 11:24 am, Fabrice3D <[email protected]> wrote:
> >> 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.
>
>

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