> I have tried to add de model .3ds to bspTree 
> (bspTree.addChild(loaderCharacter);), but the model don't show at render...
thats the correct way to add the meshes to the tree,
if it doesn't show, its probably because the object is not fully included into 
the tree

Fabrice

On Apr 13, 2011, at 2:21 PM, Raphael Bruno wrote:

> Ok, I don't understand nothing.. \o/
> 
> heheh, I'm noob.. and my english is noob too...
> 
> This "bspTree" I generated in preFab, following the video tutorial 
> http://away3d.com/away3d-3-5-0-2-5-0-released
> 
> Lets go with calm.. yesterday, I have tried to add de model .3ds to bspTree 
> (bspTree.addChild(loaderCharacter);), but the model don't show at render...
> 
> what's mean peeps? =)
> 
> Is better to remake the 3d map(I'm using blender3d)?
> 
> 
> 
> 2011/4/13 Fabrice3D <[email protected]>
> Try add your peeps to the tree not the scene.
> 
> Moving objects into a BSP can be a costly thing. Even more if they are 
> md2's...
> your world is visually pretty open as well, so the PVS will not help you much 
> here.
> So my advice to you here would be, to make sure that your "worst case 
> scenario" (all your peeps dancing around +fx in viewport) is running ok, 
> before continue...
> 
> Fabrice
> 
> On Apr 13, 2011, at 2:31 AM, Raphael Bruno wrote:
> 
>> Hi Fabrice, i can't understand where's  the problem...
>> filter? where do I place the .3ds model, in bspCollider?
>> 
>> this is the code:
>> 
>> 
>> 
>> package 
>> {
>>      import away3d.cameras.lenses.PerspectiveLens;
>>      import away3d.containers.View3D;
>>      import away3d.core.clip.NearfieldClipping;
>>      import away3d.core.render.Renderer;
>>      import away3d.events.Loader3DEvent;
>>      import away3d.graphs.bsp.BSPTree;
>>      import away3d.loaders.AWData;
>>      import away3d.loaders.Loader3D;
>>      import away3d.loaders.Max3DS;
>>      import away3d.physics.BSPCollider;
>>      import flash.display.Sprite;
>>      import flash.display.StageQuality;
>>      import flash.display.StageScaleMode;
>>      import flash.events.Event;
>>      import flash.geom.Vector3D;
>>      
>>      [SWF(frameRate = '30', backgroundColor = '0x000000', width = '800', 
>> height = '600')]
>>      
>>      /**
>>       * ...
>>       * @author Raphael Bruno Alves
>>       */
>>      public class Main extends Sprite 
>>      {
>>              private var bspCollider:BSPCollider;
>>              private var view:View3D;
>>              private var bspTree:BSPTree;
>>              
>>              /**
>>               * Constructor of the Application
>>               */
>>              public function Main():void 
>>              {
>>                      if (stage) init();
>>                      else addEventListener(Event.ADDED_TO_STAGE, init);
>>              }
>>              
>>              /**
>>               * Initialize the Application
>>               * @param       e
>>               */
>>              private function init(e:Event = null):void 
>>              {
>>                      // Actions
>>                      removeEventListener(Event.ADDED_TO_STAGE, init);
>>                      stage.scaleMode = StageScaleMode.NO_SCALE;
>>                      stage.quality = StageQuality.LOW;
>>                      
>>                      // Events
>>                      addEventListener(Event.ENTER_FRAME, rendering);
>>                      
>>                      // Creation
>>                      createEnvironment3D();
>>                      createMap();
>>                      createCharacter();
>>              }
>>              
>>              /**
>>               * Create de Environment 3D
>>               */
>>              private function createEnvironment3D():void {
>>                      view = new View3D({x: 400, y: 300, clipping: new 
>> NearfieldClipping()});
>>                      view.camera.lens = new PerspectiveLens();
>>                      
>>                      view.camera.dof = true;
>>                      view.camera.x = -3850;
>>                      view.camera.y = 45;
>>                      view.camera.z = 85;
>>                      view.camera.rotationX = 0;
>>                      view.camera.rotationY = 90;
>>                      view.camera.rotationZ = 0;
>>                      
>>                      addChild(view);
>>              }
>>              
>>              /**
>>               * Create de Map
>>               */
>>              private function createMap():void
>>              {
>>                      var awData:AWData = new AWData();
>>                      awData.pathToSources = 'lib/3d/maps/';
>>                      
>>                      var loaderMAP:Loader3D = new Loader3D();
>>                      loaderMAP.loadGeometry('lib/3d/maps/prision.awd', 
>> awData);
>>                      loaderMAP.addEventListener(Loader3DEvent.LOAD_SUCCESS, 
>> modelLoaded);
>>                      
>>                      function modelLoaded(e:Loader3DEvent):void
>>                      {
>>                              bspTree = BSPTree(e.currentTarget.handle);
>>                              bspTree.usePVS = true;
>>                              view.scene.addChild(bspTree);
>>                              
>>                              bspCollider = new BSPCollider(view.camera, 
>> bspTree);
>>                              bspCollider.testMethod = 
>> BSPTree.TEST_METHOD_ELLIPSOID;
>>                              bspCollider.flyMode = false;
>>                              bspCollider.maxClimbHeight = 60;
>>                              bspCollider.maxIterations = 4;
>>                              bspCollider.minBounds = new 
>> Vector3D(-70,-344,-200);
>>                              bspCollider.maxBounds = new 
>> Vector3D(102,50,100);
>>                      }
>>              }
>>              
>>              /**
>>               * Create the characters
>>               */
>>              private function createCharacter():void
>>              {
>>                      var loaderCharacter:Loader3D = 
>> Max3DS.load('lib/3d/characters/jb.3ds');
>>                      loaderCharacter.x = -1620;
>>                      loaderCharacter.y = -300;
>>                      loaderCharacter.z = -95;
>>                      view.scene.addChild(loaderCharacter);
>>              }
>>              
>>              /**
>>               * Rendering the scene in Real Time
>>               * @param       e
>>               */
>>              private function rendering(e:Event):void 
>>              {
>>                      view.render();
>>              }
>>      }
>> }
>> 
>> 
>> 
>> 2011/4/12 Fabrice3D <[email protected]>:
>> > looks like you have a filter applied... how do you add these models to the 
>> > tree?
>> >
>> > Fabrice
>> >
>> >
>> > On Apr 12, 2011, at 5:50 PM, Raphael Bruno wrote:
>> >
>> >> Hi all, the link...
>> >>
>> >> http://raphaelbruno.com.br/test_fps/
>> >>
>> >>
>> >> I'm using bsp to detect colision exported by preFab, it generate a file 
>> >> .awd...
>> >>
>> >> The map works perfectly, the problem is when I add a .3ds model, the
>> >> ZShorting of .3ds model works so crazy.
>> >>
>> >> How I can solve this problem?
>> >>
>> >>
>> >> --
>> >> Raphael Bruno 2.0
>> >> 3Designer, Programador e Webdesigner
>> >> www.raphaelbruno.com.br
>> >
>> >
>> 
>> 
>> 
>> -- 
>> Raphael Bruno 2.0
>> 3Designer, Programador e Webdesigner
>> www.raphaelbruno.com.br
>> 
> 
> 
> 
> 
> -- 
> Raphael Bruno 2.0
> 3Designer, Programador e Webdesigner
> www.raphaelbruno.com.br

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