Hello again,

I'm also coming across another issue now where the 3D artist has
created the entire room.  I've created a class that loads the 3DS
file.  It then sets all the texture tiling to true.  All well and good
BUT:

1) There are multiple instances of the same table / chairs / etc in
the room but when imported and rendered to stage there is only ONE
instance of each.
2) The co-ordinates of each object appears to be incorrect.  For
example the chair sits in the middle of the floor and the doors seemed
to be set a fair distance back from where they are supposed to be.

I've been digging through the forums for any other similar issues and
I can't seem to find a solution that would help.  Is there anyone out
there who can shine a light on maybe what parameters I'm missing or
what I need to tell the 3d Artist to amend in his file?

Cheers,

Charlie.

On Feb 3, 12:58 pm, Charlie <charliemacis...@hotmail.com> wrote:
> Hey Away3D.dev,
>
> I've just starting looking at Away3D and 3D modelling in general.  The
> company I'm working for is looking to release a very basic 3D game
> with 2d sprites involved in walking around a 3d room.
>
> The 3D artist here is working with 3DStudio Max and for testing
> purposes is exporting to a 3ds format so that I can import it.
>
> So far its been pretty simple and I've managed to find solutions to
> little problems I've had.  However there is one thing that I've found
> a little bit strange:
>
> The parser seems to set the texture tiling to false as default and I
> can't seem to find a way to set this to true with out loading the
> model and then cycling through every face!
>
> ...
>    loader = Max3DS.load("table.3DS");
>    loader.addOnSuccess(loadComplete);
> ...
>
> private function loadComplete(e : Loader3DEvent) : void {
>    model = loader.handle as ObjectContainer3D;
>    setTiling(model, true);
>
> }
>
> private function setTiling(objToTile : ObjectContainer3D, value :
> Boolean) : void {
>    for each (var face : Object in objToTile.children[0].faces) {
>       Face(face).material = new BitmapMaterial(BitmapMaterial(Face
> (face).material).bitmap, {repeat : value});
>    }
>
> }
>
> it would be nice if you could do something like:
>
>    loader = Max3DS.load("table.3DS", {materialRepeat : true});
>
> Is this possible ?
>
> Many Thanks,
>
> Charlie.

Reply via email to