@John: Just wanted to let you know that today I pushed the dependency-loading improvement that I mentioned before. It's on GitHub now and should be propagated to SVN before too long.
This means that you will no longer be able to specify a "resourcesUrl" for OBJParser. Instead, you should rely on the regular AssetLoaderContext.dependencyBaseUrl property to define where the loader should look for MTL and texture files. If you need greater granularity than that we have also recently added a AssetLoaderContext.mapUrl() method to map one dependency URL to another. You can also still map a URL to embedded data using the AssetLoaderContext.mapUrlToData() if you prefer to embed your dependencies. Let us know if you have any thoughts about Away3D in general or the loading framework in particular! :) Cheers /R On May 6, 10:08 pm, John Brookes <[email protected]> wrote: > Think I've solved the obj mtl issue > > before I was doing AssetLibrary.load(new URLRequest(LEVEL_URL)) and it > failed. > > This is working, no missing mtl error. > eg > private var LEVEL_URL:String = '../src/indi001/object/IndiEstate6exp.obj'; > levelfile = AssetLibrary.load(new URLRequest(LEVEL_URL),new > OBJParser("../src/indi001/object/")); > > But then after doing that realised that I would have to add each part of the > level. As there isn't (or I dont know) how to say just add the whole thang. > Plus not knowing what the part names are makes it a nightmare. (obj1...30). > Tried grouping the whole model and then adchild(obj0) but that didnt work. > > Anyhoo > Im only using obj as it good for a quick test going from maya, so for now > Ill change that bit to a basic loader3d. > > carry on :)
