tiling is not supported because its not possible to prebake tiled information. 
if you want use tiling, you will not be able to prebake.
If you want to tile, you will have to access and define each materials after 
the tree is loaded, via the centralLibrary.

Fabrice


On Aug 30, 2010, at 8:43 AM, le_unam wrote:

> hey i just have a question about texturing of my bsp tree model. How
> would you do that? In Prefab or in C4D? For me it is easier to do that
> in cinema, but my problem is tiling. When i try tiling my texture in
> c4d and load it into prefab, only one small texture is shown. Cant
> prefab handle this tiling information? How to do that right, cause of
> the big sizes of the textures when dont use tiling.
> 
> On 27 Aug., 16:11, le_unam <[email protected]> wrote:
>> 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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