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.