I just ran across a .blend file the converter refuses to convert.
The previous versions of this file - and every other file - is converted fine, but not this one.
If you wanna have a look at it, I uploaded the model here.
The amount of loose parts looked a bit crazy, Iām unsure if thatās what you are going for, but I assumed this is a completed model, so I joined all the parts to a central mesh figure, and that imported fine. Of course the face culling directions looked a bit crazy, but that gets past the import issue.
It still fails for me when I import the raw file with all loose parts.
I havenāt tried exporting it as the other formats(I think .dae, maybe obj), but that should work too since there arenāt any animations.
If these solutions arenāt relevant, then do carry on.
Oh, If this is a core ingame feature for you, then I can see it being quite inconvenient.
I think it may be less stressful on a system to use a single transparent material applied to each part that changes to the correct visible material when it gets ābuiltā. Of course, I know nothing about your game system, and it probably wonāt work if itās a free build world.
In regards to the bug, this is the error I get, probably same as yours:
As for the building:
Itās not that great of an issue. We just thought it to be a cool ābuilding animationā (even tough itās not really an animation). Weāll come up with something else if need be. But your solution should work as well.
As for the error message:
Ah, I now that one
I mightāve uploaded version 1 of the model by mistake. There are some texture paths pointing to some directories that donāt even exist.
I resolved the corrupt texture paths in version 2, but it didnāt make a difference.
Yes, no error message of course, but no conversion as well.
I have downloaded your model and loaded it without problems.
If there are issues with texture paths you can always embed the texture inside the blend file.
Does the jme SDK prints out any exceptions when you try to load the model ?
No exceptions and no application output. Just as if I didnāt click convert at all.
When I try to view the model instead, there comes an error: āError opening building_woodcutters-house_6x4.blendā
Nothing else.
Really strange, especially because it worked with previous versions and works when combining the objects.
If it matters: Iām running Windows 8 and have a GTX 660M.
Right now, the problem exists for cardboardman, my friend and myself.
ps: I donāt think that the texture paths are important here. I set all paths to the right locations and it didnāt work as well.
@Kaelthas Thats the difficult part. There is no exception.
I looked again if I overlooked something and the only thing I noticed is this in the application output (when trying to view the model or convert it to .j3o):
[java]
Loading animations that will be later applied to scene features.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
Loading modelās textures.
[/java]
If there is some kind of ādebug modeā or logging I can turn on, let me now xD
Thanks for your efforts, by the way
I cannot convert or view it in my project āClans_Clientā at allā¦ Errors (or no errors) like I described them.
HOWEVER: When I go to a different project, called āBasicGameā it all works flawless! (ok, AssetKey problem, but they donāt matter)
I have a feeling there is a well hidden Higgs-Bugson somewhereā¦
I donāt know what else significant separates the projects. What could cause something like that? @cardboardman have you created a new project to test the conversion or an old one?
@Empire Phoenix said:
Well maybee you do chaonge one of the constant somewhere? Like vector3f.Unit_Y, guess this could really break the importer.
It donāt really understand what you are trying to sayā¦
Do you mean I may be changing it somewhere in my code?
I do not run my game at all. I am just trying to view or convert the model in the SDK.
OK, I managed to reproduce the issue.
The workaround is to remove the hemi light or replace it with one that is supported (point light for example).
The problem is - I have no idea why does that happen.
When the hemi light is on the scene the warning is logged that it is not supported. The result is returned as an empty node (to keep any parent-child relationships valid).
So nothing wrong happens, but the resulting scene looks like some objects are missing.
When the point light is used instead of hemi light - all looks fine.
The amount of loaded objects in both cases is the same so nothing is missing.
I will try to investigate what is going on.
@Kaelthas
=D
It really was the hemi light? My artist told me I should remove it, but I brushed it of: āAh, donāt worry, itāll give a warning and work anyways.ā
Thats strange indeed.
And thanks by the way, keep up the good work!
The BlenderImporter really is one of the most useful contributions in jME in my opinion.
OK I think I know what is going on.
Some of the objects had shadeless material while others had the Lighting material definition. This means that when there is no light source - they wonāt be rendered by jme.
So the only solution here is to use some light source. Since jme does not support neither hemi nor sun light sources then those objects wonāt be rendered
wellā¦ I was aware that object might not be rendered when there is no light source.
But does this also solve the conversion issue?
If so: great - you could just remove the light when converting, couldnāt you?