yes, having lights runtime is way too expensive in Flash atm Fabrice
On Aug 27, 2010, at 4:08 PM, le_unam wrote: > ah if understand it right ... i can use my c4d textures with prebaking > lights? so i load my model with textures into prefab and create lights > and these lights are written into the texture so it seems like there > is light? > > On 27 Aug., 15:38, Fabrice3D <[email protected]> wrote: >> no, you have to manually define them within your project or custom edit the >> AWData parser. >> Prefab lights are for Prefab prebaking features only. You can however export >> the lightdata xml from Prefab and use it for your project if some non static >> object would need the same light(s) >> as you defined them into Prefab. >> >> Fabrice >> >> On Aug 27, 2010, at 3:03 PM, le_unam wrote: >> >>> when i load my model, created with c4d, with textures into prefab and >>> generate the bsp and lights ... are my c4d textures able to react on >>> the light? >> >>> On 26 Aug., 22:01, Fabrice3D <[email protected]> wrote: >>>> You must have some triangles in far away space or very tiny, so you would >>>> not see them. >>>> or you have double faces. Run the remove doublefaces from menu to make >>>> sure. May be xml collada holds unused faces, residues of previous modeling >>>> process, I don't know how >>>> Blender handles a face during export if you delete one vertex or uv for >>>> instance. >> >>>> Prefab examine at the moment the face definition is parsed, just before >>>> its builded if it is valid. Just to ensure you get a helpfull report to >>>> correct the model >>>> and prevent the app from crashing, and eventually later on, your away >>>> project. The app is not making these up really :)) >> >>>>> By the way, I don't intend any criticism of Prefab, I think it's great. >> >>>> oh no, not one hair on my head was even thinking you were doing so. >>>> Actually, constructive critics, bug reports and requests are welcome! >>>> As you wrote in your tut: its a work in progress done when I can find few >>>> free moments. >> >>>> Little reminder: there is a "report" feature in Prefab, use it, I do read >>>> the reports and do my best to adress the reported bugs. >> >>>> Fabrice >> >>>> On Aug 26, 2010, at 6:29 PM, John Wilson wrote: >> >>>>> Hi Fabrice, >> >>>>> Yes, I understood the error message, and have seen it many times, but >>>>> I haven't yet had a problem with any missing UVs or incorrect mappings >>>>> - if there were problems they were not visible. By the way, I don't >>>>> intend any criticism of Prefab, I think it's great. >> >>>>> Regards, >> >>>>> John >> >>>>> On Aug 26, 5:18 pm, Fabrice3D <[email protected]> wrote: >>>>>> one line in the Prefab step I love :)) >> >>>>>> "You may see a warning at this stage like the one illustrated below. I >>>>>> have found it is safe to ignore it. " >> >>>>>> It's in the case you have posted simply telling you that you have >>>>>> invalid uv's in your model. >>>>>> Means that somewhere in your model 3 faces probably, have a wrong >>>>>> mapping or no uv's found. Prefab defines in this case new valid uv's for >>>>>> you. >>>>>> So if later on,you discover a part in your world with weird appearance, >>>>>> you'll know you've been warned :)) >> >>>>>> Fabrice >> >>>>>> On Aug 26, 2010, at 6:01 PM, David Lenaerts wrote: >> >>>>>>> Great work John! Very interesting approach, inverting the faces :-) >>>>>>> Hopefully it will help many people, as it seems the BSP feature is >>>>>>> gaining momentum :D >> >>>>>>> On Thu, Aug 26, 2010 at 5:45 PM, Bruno Fenzl <[email protected]> >>>>>>> wrote: >>>>>>> Thank you very much!! It will be very usefull!!! >> >>>>>>> On Thu, Aug 26, 2010 at 4:30 PM, joebass <[email protected]> >>>>>>> wrote: >>>>>>> Thanks a lot! Beautiful job. >> >>>>>>> On Aug 26, 9:28 am, Michael Iv <[email protected]> wrote: >>>>>>>> Thanks for sharing your experience , in few weeks I am going to start >>>>>>>> experimenting with BSP too,then I believe your info is going to be >>>>>>>> extremely >>>>>>>> helpful. :) >> >>>>>>>> On Thu, Aug 26, 2010 at 3:58 PM, John Wilson < >> >>>>>>>> [email protected]> wrote: >>>>>>>>> Hi, >> >>>>>>>>> I have posted some hints and tips for creating a BSP Tree that may >>>>>>>>> help people with some of the issues that confused me. >> >>>>>>>>> To access the material, go to: >> >>>>>>>>> http://john-wilson.110mb.com/index.html >> >>>>>>>>> Select the "In the City" demo at the top left. Hope it helps. >> >>>>>>>>> John Wilson >> >>>>>>>> -- >>>>>>>> Michael Ivanov ,Programmer >>>>>>>> Neurotech Solutions Ltd. >>>>>>>> Flex|Air >>>>>>>> |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.nethttp://www.meetup... >>>>>>>> Tel:054-4962254begin_of_the_skype_highlighting >>>>>>>> 054-4962254 end_of_the_skype_highlighting >>>>>>>> [email protected] >>>>>>>> [email protected] >> >>>>>>> -- >>>>>>> David Lenaerts >>>>>>> Flash platform developer >>>>>>> http://www.derschmale.com-Hidequoted text - >> >>>>>> - Show quoted text -
