Hey folks! I’m a fairly new user to JMonkeyEngine, although I’ve done more lurking than posting. So, hi! I’m posting this in the tools board because I’m also advertising a very nice little modeling tool geared towards game asset creation, it may not be Maya or 3DS but it’s a very nice low-cost solution that’s easy to use. There’s also an unrestricted free version as well, you can find out more here:
www.delgine.com
Since DeleD has official plugins for other engines/platforms such as Multiverse, Torque, and Ogre3D, as well as 3rd party loading routines for Irrlicht, I was inspired to write a FormatConverter for DeleD’s file format, .dxs, which is XML-based.
The reason for this was because I’m using JME for a project of mine, and found the art pipeline from DeleD to be lacking some. The easiest way to go from DeleD to JME however was through the obj loader, which I found a bit lacking (DeleD’s obj exporter, not the loading routine). There’s still a lot more features to go, but the basic stuff is in.
I thought it would be cool to take it a step further and implement a fully featured GUI (and maybe expand, and have a generic GUI tool that converts ALL the supported formats and saves them). At the moment this is partially realized (both accounts actually, very primitive and not good for a release yet though). So far I took a shot at implementing that GUI using the engine (and the Jme desktop), since I can also include instant feedback by displaying the model that was just exported to the .jme file. To top it off, I’m also planning on allowing for batch conversions…specifying a intermediate working folder and checking off all the files you want to convert so you can convert everything in one click.
Anyways, for now I’m posting the DxsToJme.java file. This is the first time I ever wrote something like this, plus the first time using XML-based files, so the code may not be all that optimized, so be gentle! I had very little information to go on how to do this, and the other format converters were not exactly well documented. I’ll still be working on the converter, so I welcome criticisms or suggestions to improve it. I hope some folks find it to be useful!
Two caveats must be maintained currently to export a dxs file to jme:
- Your model MUST be in triangles – if you work in quads, DeleD has a triangulation feature which works well. I use TriMesh rather than CompositeMesh as I found more reference to the former.
- Each primitive/object in the scene MUST have exactly one texture map.
http://www.pyrogames.net/downloads/JME/DxsToJme.java
There aren’t a whole lot of java users on the delgine website, hopefully this will help stimulate interest in the modeler and change that :D. Enjoy!
Edit: I’ve written this with using JME 1.0, I don’t know if its JME 2.0 compliant. I’d bet it would be, but I have yet to upgrade to JME 2.0