Re: [away3d] Away3d 4 : using AssetLibrary

2011-10-16 Thread fabrice wolf

Hey Rob
Sorry but there are really things i do not understand while loading 
external assets.

here is part of my script :

private function loadObjects():void
{
//var context:AssetLoaderContext = new AssetLoaderContext();
var loader:Loader3D = new Loader3D();
loader.addEventListener(AssetEvent.ASSET_COMPLETE, 
onAssetComplete);
loader.load(new URLRequest(assets/test/test.3ds),new 
Max3DSParser());

this.scene.addChild(loader);

}
private function onAssetComplete(event:AssetEvent):void
{
trace(on asset loaded +event.asset.name+ 
type=+event.asset.assetType);

switch (event.asset.assetType) {
case AssetType.MESH :
trace(asset loaded mesh +event.asset.name);
mesh = event.asset as Mesh;
mesh.castsShadows = true;
mesh.material = material;

break
case AssetType.BITMAP :
var bmp:BitmapDataAsset = event.asset as 
BitmapDataAsset;

trace(material info+bmp.name);
material = new BitmapMaterial();
material.bitmapData = bmp.bitmapData;
material.shadowMethod = new 
FilteredShadowMapMethod(this.light);

material.lights = [this.light];
material.gloss = 30;
material.specular = 1;
material.ambientColor = 0x303040;
material.ambient = 1;
break;
default:

break;
}

}
the problem is the following one : on my traces, i see the texture 
Uvmapped about my objet is well loaded, but the mesh itself doesn't.  
have also tried to do the same with assetLibrary.load(..) with the same 
result. If i request to load the jpg , it works, if i request to load 
the 3ds, it load the jpg 
I really understand nothing at all ... Does anyone has a simple sample 
about how to load an external mesh ?


PS: just in case, the textures, material etc... has to have width/height 
to be an exposure of 2, and max 2048. This was not the case in away3D 3.6.


Le 12/10/2011 22:56, Rob Bateman a écrit :

Hey Fabrice

there will be more demos in the away3d-examples-fp11 folder of this 
nature in the coming weeks. But to answer your question directly, yes 
there is. You can use the mapUrl() method of the AssetLoaderContext 
that is passed as an optional parameter in all load operations in 
Away3D if you are having trouble local/global filepaths, or you can 
set the includeDependencies property to false and manually handle the 
initialisation of materials by setting up an assetComplete event 
handler for all material assets encountered in the AssetLibrary parser.




On Wed, Oct 12, 2011 at 8:58 PM, fabrice wolf fabrice.w...@gmail.com 
mailto:fabrice.w...@gmail.com wrote:


Hi
I am currently trying to upgrade my 3D map engine from 3.6 to 4.0.
I used to use TextureQueue, but it seems we have to use
AssetLibrary class now.
My problem is that i can't embed the assets in my swf's, i need to
load them then to build dynamically the objects.
In 3.6, i was using 2 texturequeues feeded with xmls, one to load
the texture, the other to load the normalmaps, and when i was sure
everyhting was well laoded, i loaded the 3ds and build the objetcs
and the meshes with good textures and normal maps.
I have really look everywhere, but i have found no tutorial,
niether explanation anywhere on how to load assets in 4.0.
Anyone could help me ? Is there a solution to push urls of
assets to load in the assetlibrary, then to load everthing at once ?
any help would be fr welcome
fabrice




--
Rob Bateman
Flash Development  Consultancy

rob.bate...@gmail.com mailto:rob.bate...@gmail.com
www.infiniteturtles.co.uk http://www.infiniteturtles.co.uk
www.away3d.com http://www.away3d.com


--
Fabrice Wolf
Ludoptin / Machiavelic SARL
Tel : 04 84 25 25 78



Re: [away3d] Away3d 4 : using AssetLibrary

2011-10-16 Thread Michael IV
If you post your questions on Away3D.com forum you get more chances to get
answered.


On Sun, Oct 16, 2011 at 4:33 PM, fabrice wolf fabrice.w...@gmail.comwrote:

  Hey Rob
 Sorry but there are really things i do not understand while loading
 external assets.
 here is part of my script :

 private function loadObjects():void
 {
 //var context:AssetLoaderContext = new AssetLoaderContext();
 var loader:Loader3D = new Loader3D();
 loader.addEventListener(AssetEvent.ASSET_COMPLETE,
 onAssetComplete);
 loader.load(new URLRequest(assets/test/test.3ds),new
 Max3DSParser());
 this.scene.addChild(loader);

 }
 private function onAssetComplete(event:AssetEvent):void
 {
 trace(on asset loaded +event.asset.name+
 type=+event.asset.assetType);
 switch (event.asset.assetType) {
 case AssetType.MESH :
 trace(asset loaded mesh +event.asset.name);
 mesh = event.asset as Mesh;
 mesh.castsShadows = true;
 mesh.material = material;

 break
 case AssetType.BITMAP :
 var bmp:BitmapDataAsset = event.asset as
 BitmapDataAsset;
 trace(material info+bmp.name);
 material = new BitmapMaterial();
 material.bitmapData = bmp.bitmapData;
 material.shadowMethod = new
 FilteredShadowMapMethod(this.light);
 material.lights = [this.light];
 material.gloss = 30;
 material.specular = 1;
 material.ambientColor = 0x303040;
 material.ambient = 1;
 break;
 default:

 break;
 }

 }
 the problem is the following one : on my traces, i see the texture Uvmapped
 about my objet is well loaded, but the mesh itself doesn't.  have also tried
 to do the same with assetLibrary.load(..) with the same result. If i request
 to load the jpg , it works, if i request to load the 3ds, it load the jpg
 
 I really understand nothing at all ... Does anyone has a simple sample
 about how to load an external mesh ?

 PS: just in case, the textures, material etc... has to have width/height to
 be an exposure of 2, and max 2048. This was not the case in away3D 3.6.

 Le 12/10/2011 22:56, Rob Bateman a écrit :

 Hey Fabrice

 there will be more demos in the away3d-examples-fp11 folder of this nature
 in the coming weeks. But to answer your question directly, yes there is. You
 can use the mapUrl() method of the AssetLoaderContext that is passed as an
 optional parameter in all load operations in Away3D if you are having
 trouble local/global filepaths, or you can set the includeDependencies
 property to false and manually handle the initialisation of materials by
 setting up an assetComplete event handler for all material assets
 encountered in the AssetLibrary parser.



 On Wed, Oct 12, 2011 at 8:58 PM, fabrice wolf fabrice.w...@gmail.comwrote:

 Hi
 I am currently trying to upgrade my 3D map engine from 3.6 to 4.0.
 I used to use TextureQueue, but it seems we have to use AssetLibrary class
 now.
 My problem is that i can't embed the assets in my swf's, i need to load
 them then to build dynamically the objects.
 In 3.6, i was using 2 texturequeues feeded with xmls, one to load the
 texture, the other to load the normalmaps, and when i was sure everyhting
 was well laoded, i loaded the 3ds and build the objetcs and the meshes with
 good textures and normal maps.
 I have really look everywhere, but i have found no tutorial, niether
 explanation anywhere on how to load assets in 4.0.
 Anyone could help me ? Is there a solution to push urls of assets to
 load in the assetlibrary, then to load everthing at once ?
 any help would be fr welcome
  fabrice




 --
 Rob Bateman
 Flash Development  Consultancy

 rob.bate...@gmail.com
 www.infiniteturtles.co.uk
 www.away3d.com


 --
 Fabrice Wolf
 Ludoptin / Machiavelic SARL
 Tel : 04 84 25 25 78




-- 
Michael Ivanov ,Senior Programmer
Neurotech Solutions Ltd.
www.neurotechresearch.com
http://blog.alladvanced.net
Tel:054-4962254
mich...@neurotech.co.il
t...@neurotech.co.il


Re: [away3d] Away3d 4 : using AssetLibrary

2011-10-16 Thread fabrice wolf

thnx
i will try that

Le 16/10/2011 16:38, Michael IV a écrit :
If you post your questions on Away3D.com forum you get more chances to 
get answered.



On Sun, Oct 16, 2011 at 4:33 PM, fabrice wolf fabrice.w...@gmail.com 
mailto:fabrice.w...@gmail.com wrote:


Hey Rob
Sorry but there are really things i do not understand while
loading external assets.
here is part of my script :

private function loadObjects():void
{
//var context:AssetLoaderContext = new
AssetLoaderContext();
var loader:Loader3D = new Loader3D();
loader.addEventListener(AssetEvent.ASSET_COMPLETE,
onAssetComplete);
loader.load(new URLRequest(assets/test/test.3ds),new
Max3DSParser());
this.scene.addChild(loader);

}
private function onAssetComplete(event:AssetEvent):void
{
trace(on asset loaded +event.asset.name
http://event.asset.name+ type=+event.asset.assetType);
switch (event.asset.assetType) {
case AssetType.MESH :
trace(asset loaded mesh +event.asset.name
http://event.asset.name);
mesh = event.asset as Mesh;
mesh.castsShadows = true;
mesh.material = material;

break
case AssetType.BITMAP :
var bmp:BitmapDataAsset = event.asset as
BitmapDataAsset;
trace(material info+bmp.name http://bmp.name);
material = new BitmapMaterial();
material.bitmapData = bmp.bitmapData;
material.shadowMethod = new
FilteredShadowMapMethod(this.light);
material.lights = [this.light];
material.gloss = 30;
material.specular = 1;
material.ambientColor = 0x303040;
material.ambient = 1;
break;
default:

break;
}

}
the problem is the following one : on my traces, i see the texture
Uvmapped about my objet is well loaded, but the mesh itself
doesn't.  have also tried to do the same with
assetLibrary.load(..) with the same result. If i request to load
the jpg , it works, if i request to load the 3ds, it load the jpg 
I really understand nothing at all ... Does anyone has a simple
sample about how to load an external mesh ?

PS: just in case, the textures, material etc... has to have
width/height to be an exposure of 2, and max 2048. This was not
the case in away3D 3.6.

Le 12/10/2011 22:56, Rob Bateman a écrit :

Hey Fabrice

there will be more demos in the away3d-examples-fp11 folder of
this nature in the coming weeks. But to answer your question
directly, yes there is. You can use the mapUrl() method of the
AssetLoaderContext that is passed as an optional parameter in all
load operations in Away3D if you are having trouble local/global
filepaths, or you can set the includeDependencies property to
false and manually handle the initialisation of materials by
setting up an assetComplete event handler for all material assets
encountered in the AssetLibrary parser.



On Wed, Oct 12, 2011 at 8:58 PM, fabrice wolf
fabrice.w...@gmail.com mailto:fabrice.w...@gmail.com wrote:

Hi
I am currently trying to upgrade my 3D map engine from 3.6 to
4.0.
I used to use TextureQueue, but it seems we have to use
AssetLibrary class now.
My problem is that i can't embed the assets in my swf's, i
need to load them then to build dynamically the objects.
In 3.6, i was using 2 texturequeues feeded with xmls, one to
load the texture, the other to load the normalmaps, and when
i was sure everyhting was well laoded, i loaded the 3ds and
build the objetcs and the meshes with good textures and
normal maps.
I have really look everywhere, but i have found no tutorial,
niether explanation anywhere on how to load assets in 4.0.
Anyone could help me ? Is there a solution to push urls of
assets to load in the assetlibrary, then to load everthing at
once ?
any help would be fr welcome
fabrice




-- 
Rob Bateman

Flash Development  Consultancy

rob.bate...@gmail.com mailto:rob.bate...@gmail.com
www.infiniteturtles.co.uk http://www.infiniteturtles.co.uk
www.away3d.com http://www.away3d.com


-- 
Fabrice Wolf

Ludoptin / Machiavelic SARL
Tel : 04 84 25 25 78




--
Michael Ivanov ,Senior Programmer
Neurotech Solutions Ltd.
www.neurotechresearch.com http://www.neurotechresearch.com
http://blog.alladvanced.net
Tel:054-4962254

Re: [away3d] Away3d 4 : using AssetLibrary

2011-10-16 Thread fabrice wolf

i did it.
Just in case, as i am quite in a hurry with the project i have to 
produce, and that the projects , which was first supposed to be on 3.6 
and now on FP11/away3D4, is there is any good pecilist looking for a 
mission to help me solved this problem : loading all the assets of a 
scene from external files (3ds and texture/normapMap) using away3d 4 fr 
fp11 ? better if french of course (i notices some of you ere french). if 
so contact me at fabrice.w...@ludoptin.fr

thanx

Le 16/10/2011 16:38, Michael IV a écrit :
If you post your questions on Away3D.com forum you get more chances to 
get answered.



On Sun, Oct 16, 2011 at 4:33 PM, fabrice wolf fabrice.w...@gmail.com 
mailto:fabrice.w...@gmail.com wrote:


Hey Rob
Sorry but there are really things i do not understand while
loading external assets.
here is part of my script :

private function loadObjects():void
{
//var context:AssetLoaderContext = new
AssetLoaderContext();
var loader:Loader3D = new Loader3D();
loader.addEventListener(AssetEvent.ASSET_COMPLETE,
onAssetComplete);
loader.load(new URLRequest(assets/test/test.3ds),new
Max3DSParser());
this.scene.addChild(loader);

}
private function onAssetComplete(event:AssetEvent):void
{
trace(on asset loaded +event.asset.name
http://event.asset.name+ type=+event.asset.assetType);
switch (event.asset.assetType) {
case AssetType.MESH :
trace(asset loaded mesh +event.asset.name
http://event.asset.name);
mesh = event.asset as Mesh;
mesh.castsShadows = true;
mesh.material = material;

break
case AssetType.BITMAP :
var bmp:BitmapDataAsset = event.asset as
BitmapDataAsset;
trace(material info+bmp.name http://bmp.name);
material = new BitmapMaterial();
material.bitmapData = bmp.bitmapData;
material.shadowMethod = new
FilteredShadowMapMethod(this.light);
material.lights = [this.light];
material.gloss = 30;
material.specular = 1;
material.ambientColor = 0x303040;
material.ambient = 1;
break;
default:

break;
}

}
the problem is the following one : on my traces, i see the texture
Uvmapped about my objet is well loaded, but the mesh itself
doesn't.  have also tried to do the same with
assetLibrary.load(..) with the same result. If i request to load
the jpg , it works, if i request to load the 3ds, it load the jpg 
I really understand nothing at all ... Does anyone has a simple
sample about how to load an external mesh ?

PS: just in case, the textures, material etc... has to have
width/height to be an exposure of 2, and max 2048. This was not
the case in away3D 3.6.

Le 12/10/2011 22:56, Rob Bateman a écrit :

Hey Fabrice

there will be more demos in the away3d-examples-fp11 folder of
this nature in the coming weeks. But to answer your question
directly, yes there is. You can use the mapUrl() method of the
AssetLoaderContext that is passed as an optional parameter in all
load operations in Away3D if you are having trouble local/global
filepaths, or you can set the includeDependencies property to
false and manually handle the initialisation of materials by
setting up an assetComplete event handler for all material assets
encountered in the AssetLibrary parser.



On Wed, Oct 12, 2011 at 8:58 PM, fabrice wolf
fabrice.w...@gmail.com mailto:fabrice.w...@gmail.com wrote:

Hi
I am currently trying to upgrade my 3D map engine from 3.6 to
4.0.
I used to use TextureQueue, but it seems we have to use
AssetLibrary class now.
My problem is that i can't embed the assets in my swf's, i
need to load them then to build dynamically the objects.
In 3.6, i was using 2 texturequeues feeded with xmls, one to
load the texture, the other to load the normalmaps, and when
i was sure everyhting was well laoded, i loaded the 3ds and
build the objetcs and the meshes with good textures and
normal maps.
I have really look everywhere, but i have found no tutorial,
niether explanation anywhere on how to load assets in 4.0.
Anyone could help me ? Is there a solution to push urls of
assets to load in the assetlibrary, then to load everthing at
once ?
any help would be fr welcome
fabrice




-- 
Rob 

Re: [away3d] Away3d 4 : using AssetLibrary

2011-10-13 Thread fabrice wolf

Hey Rob and thank you
i will try that, and if it works, i will put the code here in case it 
could help someone else :)

thx

Le 12/10/2011 22:56, Rob Bateman a écrit :

Hey Fabrice

there will be more demos in the away3d-examples-fp11 folder of this 
nature in the coming weeks. But to answer your question directly, yes 
there is. You can use the mapUrl() method of the AssetLoaderContext 
that is passed as an optional parameter in all load operations in 
Away3D if you are having trouble local/global filepaths, or you can 
set the includeDependencies property to false and manually handle the 
initialisation of materials by setting up an assetComplete event 
handler for all material assets encountered in the AssetLibrary parser.




On Wed, Oct 12, 2011 at 8:58 PM, fabrice wolf fabrice.w...@gmail.com 
mailto:fabrice.w...@gmail.com wrote:


Hi
I am currently trying to upgrade my 3D map engine from 3.6 to 4.0.
I used to use TextureQueue, but it seems we have to use
AssetLibrary class now.
My problem is that i can't embed the assets in my swf's, i need to
load them then to build dynamically the objects.
In 3.6, i was using 2 texturequeues feeded with xmls, one to load
the texture, the other to load the normalmaps, and when i was sure
everyhting was well laoded, i loaded the 3ds and build the objetcs
and the meshes with good textures and normal maps.
I have really look everywhere, but i have found no tutorial,
niether explanation anywhere on how to load assets in 4.0.
Anyone could help me ? Is there a solution to push urls of
assets to load in the assetlibrary, then to load everthing at once ?
any help would be fr welcome
fabrice




--
Rob Bateman
Flash Development  Consultancy

rob.bate...@gmail.com mailto:rob.bate...@gmail.com
www.infiniteturtles.co.uk http://www.infiniteturtles.co.uk
www.away3d.com http://www.away3d.com


--
Fabrice WOLF
Machiavelic SàRL
Tel 04 84 25 25 78
email : fabrice.w...@gmail.com



Re: [away3d] Away3d 4 : using AssetLibrary

2011-10-12 Thread Rob Bateman
Hey Fabrice

there will be more demos in the away3d-examples-fp11 folder of this nature
in the coming weeks. But to answer your question directly, yes there is. You
can use the mapUrl() method of the AssetLoaderContext that is passed as an
optional parameter in all load operations in Away3D if you are having
trouble local/global filepaths, or you can set the includeDependencies
property to false and manually handle the initialisation of materials by
setting up an assetComplete event handler for all material assets
encountered in the AssetLibrary parser.



On Wed, Oct 12, 2011 at 8:58 PM, fabrice wolf fabrice.w...@gmail.comwrote:

 Hi
 I am currently trying to upgrade my 3D map engine from 3.6 to 4.0.
 I used to use TextureQueue, but it seems we have to use AssetLibrary class
 now.
 My problem is that i can't embed the assets in my swf's, i need to load
 them then to build dynamically the objects.
 In 3.6, i was using 2 texturequeues feeded with xmls, one to load the
 texture, the other to load the normalmaps, and when i was sure everyhting
 was well laoded, i loaded the 3ds and build the objetcs and the meshes with
 good textures and normal maps.
 I have really look everywhere, but i have found no tutorial, niether
 explanation anywhere on how to load assets in 4.0.
 Anyone could help me ? Is there a solution to push urls of assets to load
 in the assetlibrary, then to load everthing at once ?
 any help would be fr welcome
 fabrice




-- 
Rob Bateman
Flash Development  Consultancy

rob.bate...@gmail.com
www.infiniteturtles.co.uk
www.away3d.com