D&D to the selected node in the scene:
about copy-paste and scaling, you can create a ticket about this
D&D to the selected node in the scene:
about copy-paste and scaling, you can create a ticket about this
Oh I see, is it alright if a model is linked to the scene rather than being attached? For some reason I was thinking that linking a model wouldn’t save the same way as attaching, but I tested it out and it looks like it loads into the game just the same
but in any case, I need to know about cases when users can’t replace SDK, so I hope you will create tickets about your cases
I submitted an issue request on this page https://bitbucket.org/JavaSabr/jme3-spaceshift-editor/issues?status=new&status=open, is that the right place?
yes, it’s ok I’m going to return to fix some tickets after implementing first stage of shader nodes editor
Well, theoretically, if you copy/paste it your are duplicating the mesh data for every object, if you link it you are using the same data applying them just different transforms. And I say theoretically because I think there is still a bug I’ve never been replied to.
Updated readme:
I’m going to make a test build tomorrow.
That’s interesting, so it sounds like its better to link objects into the scene? I never realized it was an option to link until I started using this editor
I checked the DM usage for linking a model compared to copy/pasting a model, and the direct memory goes up the same.
I thought the AssetManager optimized repeat models to save memory, and I’ve seen this happen whenever I load a .j3o with code to attach my scenes. If I load the same scene 9 times into a 3x3 grid, it consumes the same DM as 1 single scene. Is there a way to do this in the editor for repeat models?
Yes, linking.
I was mistaken with my last post, the only reason I thought the DM still went up with linking was because I was testing with a terrain that had an LOD cotnrol attached. I’ll have to make sure I link my larger models from now on though, thanks.
@NemesisMate @themiddleman @8Keep123 could you look at the base implementation of shader nodes editor?
Will do
I checked it out, it seems to work pretty well. I tested exporting as j3md and everything worked. The only thing about shader nodes for me really is I wish there was one big shader node either for lighting or pbr that we can plug into, just as unreal engine and shader forge for unity do it. It would make translating shaders from various online tutorials easy. I suppose nehon must have thought of that, so there may be some kind of issue making this more difficult than it seems.
I have plans about this, at this moment I have finished only first part of my plans
Exception in thread "LWJGL Render" java.lang.UnsatisfiedLinkError: D:\Programy\S
paceShiftEditor\bulletjme.dll: Nie można odnaleźć określonej procedury
at java.lang.ClassLoader$NativeLibrary.load(Native Method)
at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1941)
at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1824)
at java.lang.Runtime.load0(Runtime.java:809)
at java.lang.System.load(System.java:1086)
at com.jme3.system.NativeLibraryLoader.loadNativeLibrary(NativeLibraryLo
ader.java:683)
at com.jme3.system.JmeDesktopSystem.initialize(JmeDesktopSystem.java:348
)
at com.jme3.system.JmeDesktopSystem.newContext(JmeDesktopSystem.java:271
)
at com.jme3.system.JmeSystem.newContext(JmeSystem.java:162)
at com.jme3.app.LegacyApplication.start(LegacyApplication.java:461)
at com.jme3.app.LegacyApplication.start(LegacyApplication.java:424)
at com.jme3.app.SimpleApplication.start(SimpleApplication.java:125)
at com.ss.editor.JFXApplication.startJMEApplication(Unknown Source)
at com.ss.editor.JFXApplication.lambda$main$0(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
32bit machine with 32bit jdk1.8.0_131
SSEditor 1.2 preview
I have bulletjme.dll in that localization.
EDIT:
[SOLVED] by using JME’s 3.0 bullet libs.
Next one:
java.lang.UnsupportedOperationException
at java.util.AbstractList.remove(AbstractList.java:161)
at java.util.AbstractList$Itr.remove(AbstractList.java:374)
at java.util.AbstractCollection.remove(AbstractCollection.java:293)
at com.jme3.util.SafeArrayList.remove(Unknown Source)
at com.jme3.scene.Mesh.clearBuffer(Mesh.java:1053)
at com.jme3.scene.Mesh.cloneForAnim(Mesh.java:284)
at com.jme3.scene.Geometry.cloneFields(Geometry.java:597)
at com.jme3.util.clone.Cloner.clone(Cloner.java:255)
at com.jme3.util.clone.Cloner.clone(Cloner.java:160)
at com.jme3.util.clone.ListCloneFunction.cloneFields(ListCloneFunction.java:66)
at com.jme3.util.clone.ListCloneFunction.cloneFields(ListCloneFunction.java:43)
at com.jme3.util.clone.Cloner.clone(Cloner.java:228)
at com.jme3.util.clone.Cloner.clone(Cloner.java:160)
at com.jme3.animation.SkeletonControl.cloneFields(SkeletonControl.java:421)
at com.jme3.util.clone.Cloner.clone(Cloner.java:255)
at com.jme3.util.clone.Cloner.clone(Cloner.java:160)
at com.jme3.util.clone.ListCloneFunction.cloneFields(ListCloneFunction.java:66)
at com.jme3.util.clone.ListCloneFunction.cloneFields(ListCloneFunction.java:43)
at com.jme3.util.clone.Cloner.clone(Cloner.java:228)
at com.jme3.util.clone.Cloner.clone(Cloner.java:160)
at com.jme3.scene.Spatial.cloneFields(Unknown Source)
at com.jme3.scene.Node.cloneFields(Node.java:723)
at com.jme3.util.clone.Cloner.clone(Cloner.java:255)
at com.jme3.util.clone.Cloner.clone(Cloner.java:160)
at com.jme3.util.clone.ListCloneFunction.cloneFields(ListCloneFunction.java:66)
at com.jme3.util.clone.ListCloneFunction.cloneFields(ListCloneFunction.java:43)
at com.jme3.util.clone.Cloner.clone(Cloner.java:228)
at com.jme3.util.clone.Cloner.clone(Cloner.java:160)
at com.jme3.scene.Node.cloneFields(Node.java:725)
at com.jme3.util.clone.Cloner.clone(Cloner.java:255)
at com.jme3.util.clone.Cloner.clone(Cloner.java:160)
at com.jme3.util.clone.ListCloneFunction.cloneFields(ListCloneFunction.java:66)
at com.jme3.util.clone.ListCloneFunction.cloneFields(ListCloneFunction.java:43)
at com.jme3.util.clone.Cloner.clone(Cloner.java:228)
at com.jme3.util.clone.Cloner.clone(Cloner.java:160)
at com.jme3.scene.Node.cloneFields(Node.java:725)
at com.jme3.util.clone.Cloner.clone(Cloner.java:255)
at com.jme3.util.clone.Cloner.clone(Cloner.java:160)
at com.jme3.util.clone.ListCloneFunction.cloneFields(ListCloneFunction.java:66)
at com.jme3.util.clone.ListCloneFunction.cloneFields(ListCloneFunction.java:43)
at com.jme3.util.clone.Cloner.clone(Cloner.java:228)
at com.jme3.util.clone.Cloner.clone(Cloner.java:160)
at com.jme3.scene.Node.cloneFields(Node.java:725)
at com.jme3.util.clone.Cloner.clone(Cloner.java:255)
at com.jme3.util.clone.Cloner.clone(Cloner.java:160)
at com.jme3.scene.Spatial.clone(Unknown Source)
at com.jme3.scene.Node.clone(Node.java:682)
at com.jme3.scene.Node.clone(Node.java:62)
at com.jme3.scene.Spatial.clone(Unknown Source)
at com.jme3.scene.Spatial.clone(Unknown Source)
at com.jme3.asset.CloneableAssetProcessor.createClone(CloneableAssetProcessor.java:48)
at com.jme3.asset.DesktopAssetManager.registerAndCloneSmartAsset(DesktopAssetManager.java:317)
at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:379)
at com.ss.editor.file.converter.impl.AbstractModelFileConverter.convertImpl(Unknown Source)
at com.ss.editor.file.converter.impl.AbstractModelFileConverter.lambda$convert$1(Unknown Source)
at com.ss.editor.executor.impl.BackgroundEditorTaskExecutor.doExecute(Unknown Source)
at com.ss.editor.executor.impl.AbstractEditorTaskExecutor.run(Unknown Source)
Got it during conversion blend → j3o
it’s very interesting…
I will update the build tomorrow