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 -

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