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  1. #1

    Default newTexture errors?!

    I am creating an overlay in my 3d scene using newTexture. It works fine in
    Director, but when I publish it and run it in Shockwave, I get the error that
    "Shockwave has script erros and cannot continue". I altered the Shockwave.ini
    file to get the full out put and it only says "Error: -2147219502 ". If I
    click "Yes" to continue, it goes for a bit and then gives me an "Object
    expected" error. I placed alert() commands in my code until I narrowed down
    the problem line:

    txtr = pSprite.member.newTexture("myTexture1", #fromImageObject,
    member("myImage").image)

    Any ideas why this would work in Director, but not in Shockwave

    extol Guest

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  3. #2

    Default Re: newTexture errors?!

    If the texture type were #fromCastMember, then .image would be extraneous. But
    as it is of type #fromImageObject, it is not.

    This error looks like a texture creation of the same name as an existing
    texture.

    My 2 cents.

    Newt99 Guest

  4. #3

    Default Re: newTexture errors?!

    [q]Originally posted by: Newt99

    If the texture type were #fromCastMember, then .image would be extraneous. But
    as it is of type #fromImageObject, it is not.

    [/q]

    d'oh! i didn't look close enough, thout it was #fromCaseMember.



    Ex Malterra Guest

  5. #4

    Default Re: newTexture errors?!

    Perhaps the bitmap and 3D members are not loaded yet. Does the 3D member have a .state of 4, and are you sure the bitmap member is loaded?
    tedalde2 Guest

  6. #5

    Default Re: newTexture errors?!

    [q]Originally posted by: tedalde2
    Perhaps the bitmap and 3D members are not loaded yet. Does the 3D member have
    a .state of 4, and are you sure the bitmap member is loaded?[/q]
    good advice. you also might want to resetWorld(). lingo something like:

    on enterFrame(me)
    if member("w3d").state <> 4 then
    _movie.go(movie.frame)
    else
    member("w3d").resetWorld()
    end if
    end enterFrame

    crud i can't remember the lingo "not equal to" opertator. did i get it right?
    in javascript syntax i use

    (member("w3d").state != 4) ? _movie.go(_movie.frame) :
    member("w3d").resetWorld();



    Ex Malterra Guest

  7. #6

    Default Re: newTexture errors?!

    Wow. Thanks for the help guys. II didn't check for a state = 4, but I do have
    a frame where it checks every member of my cast to see it mediaReady = TRUE
    before continuing on in the movie. Then a call to resetWorld() is made. Does
    that accomplish the same thing you guys are talking about?

    The reason I added that check is because before I was actually getting a
    "media not ready" error. But now it's just the other error. And in my texture
    creation handler, it checks to see if a texture by the same name already exists
    and then deletes it if it does. So, I'm not sure what the error could be. Any
    more insight would be EXTREMELY appreciated.

    extol Guest

  8. #7

    Default Re: newTexture errors?!

    Okay, I'm a moron. Somehow I switched my import settings to "Link to external
    file" instead of "standard import". So the last 10 or so cast members weren't
    included in my movie. And since they aren't there for my movie, they are never
    ready and unavailable for use. I re-imported them with the correct settings
    and it works fine. To everyone: don't make this same mistake. lol

    extol Guest

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