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 -
