yes
On Feb 9, 2010, at 11:42 AM, Charlie wrote:
> Hey Fabrice,
>
> No worries - Thank you very much for replying!
>
> Just one last thing though : When you're talking about Prefab are you
> refering to the Air App PreFab3D ?
>
> Cheers,
>
> Charlie.
>
> On Feb 9, 10:02 am, Fabrice3D <fabric...@gmail.com> wrote:
>> I'm affraid I can't help you much here since I do not know this format and
>> 3dmax enough.
>> what if you export as obj?
>> if you drop this file 3ds into Prefab do you get the same issues?
>>
>> I'm sure there are more users on this list having experience with exports to
>> this format that might be able to help you.
>>
>> Fabrice
>>
>> On Feb 9, 2010, at 10:44 AM, Charlie wrote:
>>
>>> Hey Fabrice,
>>
>>> All the instances are named "Table_##" ie: Table_01, Table_02, etc.
>>> They are infact instances and not reference objects.
>>
>>> Looks like a bit of a dead end. Any other suggestions :)
>>
>>> Cheers,
>>
>>> Charlie.
>>
>>> On Feb 8, 9:46 pm, Fabrice3D <fabric...@gmail.com> wrote:
>>>> possible, but best way to know for sure is to try it :)
>>>> On Feb 8, 2010, at 6:24 PM, Charlie wrote:
>>
>>>>> Excellent, Thank you so much Fabrice!
>>
>>>>> Could this also attribute to the displacement of the said instances?
>>
>>>>> On Feb 8, 10:29 am, Fabrice3D <fabric...@gmail.com> wrote:
>>>>>> I'm not using 3ds, but my first guess would be duplicated objectnames in
>>>>>> the file
>>>>>> make sure each mesh gets its own unique name
>>
>>>>>> Fabrice
>>
>>>>>> On Feb 8, 2010, at 11:21 AM, Charlie wrote:
>>
>>>>>>> Hello again,
>>
>>>>>>> Its been almost a week and there hasn't been any response!
>>
>>>>>>> Is it that this problem is quite a strange one that no one has come
>>>>>>> accross it before? If so it would be good to know that at least so I
>>>>>>> can start looking at a work around.
>>
>>>>>>> I've used the search to see if anyone is having similar problems and I
>>>>>>> can't seem to find anything!
>>
>>>>>>> Any feed back at all would be most helpful.
>>
>>>>>>> Many Thanks.
>>
>>>>>>> Charlie.
>>
>>>>>>> On Feb 4, 3:16 pm, Charlie <charliemacis...@hotmail.com> wrote:
>>>>>>>> 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.