yes ... the prebaking method is all i need thank you ... with prefab
away3d is so powerful for me ... amazing, thanks = )

On 27 Aug., 16:10, Fabrice3D <[email protected]> wrote:
> 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-Hidequotedtext -
>
> >>>>>> - Show quoted text -

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