Blender Model Problem

Hi there. ^^

I encoutnered a little problem trying around with Belnder and jMe. So I modelled a little scene. ( It’s not supposed to look good. :stuck_out_tongue: )



I made the needed changes a.s.o and was able to convert it to j3o without errors. But as we all know: In our world no errors dosnt mean that all works as expected. :confused:



So… without any more words. Screenies say more than words. :slight_smile:



In blender:

http://img263.imageshack.us/i/blendinblend.jpg



In jmp sceneviewer:

http://img816.imageshack.us/i/blendinjme.png





You can see: quite a difference!

If needed i will upload the .blend file, too.



But maybe its enough to have the material? :stuck_out_tongue:

material BaseWhite
{
technique
{
pass
{
}
}
}
material Material.001
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.800000 0.800000 0.800000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit
{
texture ground.jpg
tex_address_mode wrap
filtering trilinear
colour_op modulate
}
}
pass
{
ambient 0.0 0.0 0.0
diffuse 0.0 0.0 0.0
specular 0.500000 0.500000 0.500000 1.000000 12.500000
scene_blend add
}
}
}
material Material.002
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.060956 0.661525 0.101488 1.000000
specular 0.386762 0.500000 0.430816 1.000000 12.500000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit
{
texture green_marble.jpg
tex_address_mode wrap
filtering trilinear
colour_op alpha_blend
}
}
}
}



I hope someone knows a solution. ;)
Greetings and merry christmas :D

The path to the textures looks bad, try to set in the material file, the path of the texture in the asset folder.

Textures/mytex.png for example

SInce the textures are in the same folder ( for testing issues ) it shouldnt be a problem, should it?

Well. I’ll try it anyway. No one knows, what the monkey is thinking, eh? :wink:







Tried and not found to be working. Maybe i should upload the .blend file? And the exported files so you can see yourself?

The blender material doesn’t works fine in jmp, you have to create a j3m material in jmp if you wanna have good results ;). Did you already see the jmp video :Working with Materials?

Okay…

Did you just told me that i have to make my own materials for each Model I export to use it? Where is the point to that… Why cant the importer handle the original material definitions? >_<



Okay… Thats gross.





Well i got it partially to work. Thanks so far. :wink:

Have you ever heard of “Ogre Meshes Exporter” ? Did you already see the hello_animation_tutorial ? This tutorial loads a model exported by ogre meshes exporter. I think better you install this exporter in your blender ( But this exporter is supported just on blender .49b ).

In fact I use the Mesh Exporter. ^^

KuroSei said:
In fact I use the Mesh Exporter. ^^


So do you prefer to use .blend format instead of .mesh.xml / .scene formats?

Sorry, I think there is some kind of misunderstanding.

My problem was ( and still ist in some way or the other ), that materials exported from Blender are not shown the way i want them to or how they were declared originally.

So the problem is somehow about the topic, that i want to use ogremesh and -scene, but I’m not able to because of - to me - unknown reasons.

Hmm! Ok! You’ll never get in a better result if you continue using blender materials, then unfortunatelly you have to create j3m materials for better results ;).

KiroSei, read the manual of the OgreXML exporter to see what options it supports for exporting. Remember Blender is for static rendering/raytracing of images while jME does live rendering on a GPU.

I read a lot of stuff now and came to the conclusion, that jme dosnt support one option of Alphablending or so… I just changed it to modulate and wow. Finally it works :wink:



It dosnt look nice, but thats not JMEs but my fault. I’m just not made to model things. :smiley:







Thanks a lot. :wink:

Hi there!



well… i know that this post is quite old… but i had the same problem and i wold like to know how to export the model with the UV map rigth.



On my example, i am following this tutorial:


http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics


when i export this model to ogre mesh, this is the material that blender exported:

material Material.002/TEXFACE/BlueMarble-2001-2002.jpg
{
receive_shadows on
technique
{
pass
{
ambient 0.500000 0.500000 0.500000 1.000000
diffuse 0.800000 0.800000 0.800000 1.000000
emissive 0.000000 0.000000 0.000000 1.000000
texture_unit
{
texture BlueMarble-2001-2002.jpg
colour_op modulate
}
}
pass
{
ambient 0.0 0.0 0.0
diffuse 0.0 0.0 0.0
specular 0.500000 0.500000 0.500000 1.000000 12.500000
scene_blend add
}
}
}


When i render this model on the SceneViewer, the model is all black (with a point of light, like this picture from KuroSei, http://img816.imageshack.us/i/blendinjme.png)

But, when i edit the material file, and change this second "pass" tag, changing the "diffuse 0.0 0.0 0.0" to "diffuse 1.0 1.0 1.0" the picture looks nice.

My problem is, what can i do on blender to export my model without this second "pass" tag, or, at least, changing this "diffuse 0.0 0.0 0.0" value?

Thanks for any help guys!

Hi @Forrest666. Keep deleting the second pass manually by hand or take more informations about OgreMeshesExporter.