@John:
OBJ mtl files have some known issues, but they should work (albeit
internally incorrectly, it ignores the AssetLoaderContext) so please e-
mail me and we'll try to debug it together, e.g. by tracing the path
that it's trying to load and hopefully finding why it fails.

As for your container issue, the AWD1 parser may need some work to
conform to the new system (reporting every asset it finds instead of
just the top-level container.) I have been adapting all the parsers so
far, even those that I have no idea how they work, so there might be
issues like this at this point. Will talk to Fabrice about the AWD1
parser and getting it to report assets correctly.

@McFunkypants:
As for forcing the name, I'm not sure that's something that makes a
lot of sense as a general solution because many file formats contain
so many assets and we can't give the same name to all of them, so then
it would be up to the parser which one should get the "forced
name" (probably the first) and since that means the user (you) will
lose control of which asset gets renamed I can't really see it as a
general purpose feature.

However, if you listen for the ASSET_COMPLETE event, you can yourself
rename the first asset if you want, or try to conclude from the
assets' types which one it is that you want to rename. That makes more
sense to me because it gives you all the control.

As for embedding, see the document in my original post in this thread
(and the section called "Embedding files and dependencies"). You'll
see that the support for embedded data is just as powerful as it is
for external data. You can even embed a file with dependencies (e.g. a
AWD file that references textures) and then through the help of an
AssetLoaderContext instance map the dependency URLs in that file to
other embedded files! When it loads it will be just as if it was
loading all the files externally, but the mapping mechanism will tell
the system not to look for the files at some URL, but in memory
instead. I believe this to be a very powerful feature for developers
in your situation. Check it out! :)


Cheers
/R


On May 6, 8:43 pm, McFunkypants <[email protected]> wrote:
> Wonderful work, Richard!  Thanks so much for all your time and
> effort.  The old system was just terrible.
>
> I have a request that will serve the needs of many people in the
> future: a way to FORCE the model names on loaded objects.  Useful when
> you don't know what the names are or when using file formats with no
> names in them like obj.  Same as how you allow us to force the
> namespace but a way to actually force the 1st model inside to have a
> particular name as well.  Tons of exporters mangle obj names or put
> invalid characters in them etc.  I'd love to just use whatever name I
> pass your parse function as the getAsset() parameter.  Or at the very
> least, a way to programmatically query what model names are in there
> so we don't have to know them ahead of time.
>
> Also, many devs (everyone who sells flash games for licensing on game
> portals or FGL for example) are forced to include all assets inside
> the swf.  No external files.  So I would be eternally grateful, and
> promise to sing of your bravery and valour for the rest of my days, if
> you would be sure to test that [EMBEDDED] models (including textures
> and mtl files too) work really well using the new loader routines.
>
> I would never dream of making a game that downloads external textures
> or model files or mtl files.  Everything always has to be inside the
> swf for my client work, since kongregate, newgrounds, shockwave,
> miniclip, armorgames, etc all force you to only upload a standalone
> SWF.
>
> Games that are allowed to download external files will be in the vast
> minority.  Your target demographic will use [embed] more often then
> urlrequest.
>
> Keep up the wonderful work.  YOU ROCK!
>
> T H A N K    Y O U    !    =)

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